Drop b2d_convexdecomp. no longer necessary.
We now use `thirdparty/misc/triangulator.h` for all physics-related (collision, navigation) triangulation needs. Follow-up to #34293.
This commit is contained in:
parent
f18cb89681
commit
f111d1aaed
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@ -115,12 +115,6 @@ Comment: Open Asset Import Library (assimp)
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Copyright: 2006-2016, assimp team
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License: BSD-3-clause
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Files: ./thirdparty/b2d_convexdecomp/
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Comment: Box2D (ConvexDecomp)
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Copyright: 2007, Eric Jordan
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2006-2009, Erin Catto
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License: Zlib
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Files: ./thirdparty/bullet/
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Comment: Bullet Continuous Collision Detection and Physics Library
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Copyright: 2003-2013, Erwin Coumans
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@ -97,8 +97,6 @@ void Geometry::MeshData::optimize_vertices() {
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vertices = new_vertices;
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}
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Vector<Vector<Vector2> > (*Geometry::_decompose_func)(const Vector<Vector2> &p_polygon) = NULL;
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struct _FaceClassify {
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struct _Link {
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@ -853,15 +853,6 @@ public:
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return triangles;
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}
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static Vector<Vector<Vector2> > (*_decompose_func)(const Vector<Vector2> &p_polygon);
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static Vector<Vector<Vector2> > decompose_polygon(const Vector<Vector2> &p_polygon) {
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if (_decompose_func)
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return _decompose_func(p_polygon);
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return Vector<Vector<Vector2> >();
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}
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static bool is_polygon_clockwise(const Vector<Vector2> &p_polygon) {
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int c = p_polygon.size();
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if (c < 3)
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@ -1,17 +0,0 @@
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#!/usr/bin/env python
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Import('env')
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env.add_source_files(env.drivers_sources, "*.cpp")
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# Thirdparty dependencies
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thirdparty_dir = "#thirdparty/b2d_convexdecomp/"
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thirdparty_sources = [
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"b2Polygon.cpp",
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"b2Triangle.cpp",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env_thirdparty = env.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(env.drivers_sources, thirdparty_sources)
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@ -1,162 +0,0 @@
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/*************************************************************************/
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/* b2d_decompose.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "b2d_decompose.h"
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#include "thirdparty/b2d_convexdecomp/b2Polygon.h"
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namespace b2ConvexDecomp {
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void add_to_res(Vector<Vector<Vector2> > &res, const b2Polygon &p_poly) {
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Vector<Vector2> arr;
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for (int i = 0; i < p_poly.nVertices; i++) {
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arr.push_back(Vector2(p_poly.x[i], p_poly.y[i]));
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}
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res.push_back(arr);
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}
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static Vector<Vector<Vector2> > _b2d_decompose(const Vector<Vector2> &p_polygon) {
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Vector<Vector<Vector2> > res;
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if (p_polygon.size() < 3)
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return res;
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b2Vec2 *polys = memnew_arr(b2Vec2, p_polygon.size());
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for (int i = 0; i < p_polygon.size(); i++)
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polys[i] = b2Vec2(p_polygon[i].x, p_polygon[i].y);
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b2Polygon *p = new b2Polygon(polys, p_polygon.size());
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b2Polygon *decomposed = new b2Polygon[p->nVertices - 2]; //maximum number of polys
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memdelete_arr(polys);
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int32 nPolys = DecomposeConvex(p, decomposed, p->nVertices - 2);
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//int32 extra = 0;
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for (int32 i = 0; i < nPolys; ++i) {
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// b2FixtureDef* toAdd = &pdarray[i+extra];
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// *toAdd = *prototype;
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//Hmm, shouldn't have to do all this...
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b2Polygon curr = decomposed[i];
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//TODO ewjordan: move this triangle handling to a better place so that
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//it happens even if this convenience function is not called.
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if (curr.nVertices == 3) {
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//Check here for near-parallel edges, since we can't
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//handle this in merge routine
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for (int j = 0; j < 3; ++j) {
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int32 lower = (j == 0) ? (curr.nVertices - 1) : (j - 1);
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int32 middle = j;
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int32 upper = (j == curr.nVertices - 1) ? (0) : (j + 1);
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float32 dx0 = curr.x[middle] - curr.x[lower];
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float32 dy0 = curr.y[middle] - curr.y[lower];
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float32 dx1 = curr.x[upper] - curr.x[middle];
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float32 dy1 = curr.y[upper] - curr.y[middle];
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float32 norm0 = sqrtf(dx0 * dx0 + dy0 * dy0);
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float32 norm1 = sqrtf(dx1 * dx1 + dy1 * dy1);
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if (!(norm0 > 0.0f && norm1 > 0.0f)) {
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//Identical points, don't do anything!
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goto Skip;
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}
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dx0 /= norm0;
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dy0 /= norm0;
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dx1 /= norm1;
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dy1 /= norm1;
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float32 cross = dx0 * dy1 - dx1 * dy0;
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float32 dot = dx0 * dx1 + dy0 * dy1;
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if (fabs(cross) < b2_angularSlop && dot > 0) {
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//Angle too close, split the triangle across from this point.
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//This is guaranteed to result in two triangles that satisfy
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//the tolerance (one of the angles is 90 degrees)
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float32 dx2 = curr.x[lower] - curr.x[upper];
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float32 dy2 = curr.y[lower] - curr.y[upper];
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float32 norm2 = sqrtf(dx2 * dx2 + dy2 * dy2);
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if (norm2 == 0.0f) {
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goto Skip;
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}
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dx2 /= norm2;
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dy2 /= norm2;
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float32 thisArea = curr.GetArea();
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float32 thisHeight = 2.0f * thisArea / norm2;
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float32 buffer2 = dx2;
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dx2 = dy2;
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dy2 = -buffer2;
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//Make two new polygons
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//printf("dx2: %f, dy2: %f, thisHeight: %f, middle: %d\n",dx2,dy2,thisHeight,middle);
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float32 newX1[3] = { curr.x[middle] + dx2 * thisHeight, curr.x[lower], curr.x[middle] };
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float32 newY1[3] = { curr.y[middle] + dy2 * thisHeight, curr.y[lower], curr.y[middle] };
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float32 newX2[3] = { newX1[0], curr.x[middle], curr.x[upper] };
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float32 newY2[3] = { newY1[0], curr.y[middle], curr.y[upper] };
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b2Polygon p1(newX1, newY1, 3);
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b2Polygon p2(newX2, newY2, 3);
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if (p1.IsUsable()) {
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add_to_res(res, p1);
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//++extra;
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} else if (B2_POLYGON_REPORT_ERRORS) {
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printf("Didn't add unusable polygon. Dumping vertices:\n");
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p1.print();
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}
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if (p2.IsUsable()) {
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add_to_res(res, p2);
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//p2.AddTo(pdarray[i+extra]);
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//bd->CreateFixture(toAdd);
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} else if (B2_POLYGON_REPORT_ERRORS) {
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printf("Didn't add unusable polygon. Dumping vertices:\n");
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p2.print();
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}
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goto Skip;
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}
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}
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}
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if (decomposed[i].IsUsable()) {
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add_to_res(res, decomposed[i]);
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//decomposed[i].AddTo(*toAdd);
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//bd->CreateFixture((const b2FixtureDef*)toAdd);
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} else if (B2_POLYGON_REPORT_ERRORS) {
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printf("Didn't add unusable polygon. Dumping vertices:\n");
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decomposed[i].print();
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}
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Skip:;
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}
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//delete[] pdarray;
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delete[] decomposed;
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delete p;
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return res; // pdarray; //needs to be deleted after body is created
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}
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} // namespace b2ConvexDecomp
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Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon) {
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return b2ConvexDecomp::_b2d_decompose(p_polygon);
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}
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@ -1,39 +0,0 @@
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/*************************************************************************/
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/* b2d_decompose.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
|
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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||||
/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef B2D_DECOMPOSE_H
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#define B2D_DECOMPOSE_H
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#include "core/math/vector2.h"
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#include "core/vector.h"
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Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon);
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#endif // B2D_DECOMPOSE_H
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@ -30,18 +30,9 @@
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#include "register_driver_types.h"
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#include "core/math/geometry.h"
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#include "drivers/png/image_loader_png.h"
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#include "drivers/png/resource_saver_png.h"
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#ifdef TOOLS_ENABLED
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#include "drivers/convex_decomp/b2d_decompose.h"
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#endif
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#ifdef TOOLS_ENABLED
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#include "platform/windows/export/export.h"
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#endif
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static ImageLoaderPNG *image_loader_png;
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static Ref<ResourceSaverPNG> resource_saver_png;
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@ -64,10 +55,6 @@ void unregister_core_driver_types() {
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}
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void register_driver_types() {
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#ifdef TOOLS_ENABLED
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Geometry::_decompose_func = b2d_decompose;
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#endif
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}
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void unregister_driver_types() {
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|
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@ -8,21 +8,6 @@
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- License: BSD-3-Clause
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## b2d_convexdecomp
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- Upstream: https://github.com/erincatto/Box2D/tree/master/Contributions/Utilities/ConvexDecomposition
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- Version: git (25615e0, 2015) with modifications
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- License: zlib
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The files were adapted to Godot by removing the dependency on b2Math (replacing
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it by b2Glue.h) and commenting out some verbose printf calls.
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Upstream code has not changed in 10 years, no need to keep track of changes.
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Important: Some files have Godot-made changes.
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They are marked with `// -- GODOT start --` and `// -- GODOT end --`
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comments.
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## bullet
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- Upstream: https://github.com/bulletphysics/bullet3
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@ -1,174 +0,0 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
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*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2GLUE_H
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#define B2GLUE_H
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#include "core/math/vector2.h"
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#include <limits.h>
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namespace b2ConvexDecomp {
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typedef real_t float32;
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typedef int32_t int32;
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static inline float32 b2Sqrt(float32 val) { return Math::sqrt(val); }
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#define b2_maxFloat FLT_MAX
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#define b2_epsilon CMP_EPSILON
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#define b2_pi 3.14159265359f
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#define b2_maxPolygonVertices 16
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#define b2Max MAX
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#define b2Min MIN
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#define b2Clamp CLAMP
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#define b2Abs ABS
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||||
/// A small length used as a collision and constraint tolerance. Usually it is
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/// chosen to be numerically significant, but visually insignificant.
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#define b2_linearSlop 0.005f
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/// A small angle used as a collision and constraint tolerance. Usually it is
|
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/// chosen to be numerically significant, but visually insignificant.
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#define b2_angularSlop (2.0f / 180.0f * b2_pi)
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/// A 2D column vector.
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struct b2Vec2
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{
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/// Default constructor does nothing (for performance).
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b2Vec2() {}
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/// Construct using coordinates.
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b2Vec2(float32 x, float32 y) : x(x), y(y) {}
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/// Set this vector to all zeros.
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void SetZero() { x = 0.0f; y = 0.0f; }
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/// Set this vector to some specified coordinates.
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void Set(float32 x_, float32 y_) { x = x_; y = y_; }
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/// Negate this vector.
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b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
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||||
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/// Read from and indexed element.
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||||
float32 operator () (int32 i) const
|
||||
{
|
||||
return (&x)[i];
|
||||
}
|
||||
|
||||
/// Write to an indexed element.
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||||
float32& operator () (int32 i)
|
||||
{
|
||||
return (&x)[i];
|
||||
}
|
||||
|
||||
/// Add a vector to this vector.
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||||
void operator += (const b2Vec2& v)
|
||||
{
|
||||
x += v.x; y += v.y;
|
||||
}
|
||||
|
||||
/// Subtract a vector from this vector.
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||||
void operator -= (const b2Vec2& v)
|
||||
{
|
||||
x -= v.x; y -= v.y;
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||||
}
|
||||
|
||||
/// Multiply this vector by a scalar.
|
||||
void operator *= (float32 a)
|
||||
{
|
||||
x *= a; y *= a;
|
||||
}
|
||||
|
||||
/// Get the length of this vector (the norm).
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||||
float32 Length() const
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||||
{
|
||||
return b2Sqrt(x * x + y * y);
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||||
}
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/// Get the length squared. For performance, use this instead of
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||||
/// b2Vec2::Length (if possible).
|
||||
float32 LengthSquared() const
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||||
{
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
bool operator==(const b2Vec2& p_v) const {
|
||||
return x==p_v.x && y==p_v.y;
|
||||
}
|
||||
b2Vec2 operator+(const b2Vec2& p_v) const {
|
||||
return b2Vec2(x+p_v.x,y+p_v.y);
|
||||
}
|
||||
b2Vec2 operator-(const b2Vec2& p_v) const {
|
||||
return b2Vec2(x-p_v.x,y-p_v.y);
|
||||
}
|
||||
|
||||
b2Vec2 operator*(float32 f) const {
|
||||
return b2Vec2(f*x,f*y);
|
||||
}
|
||||
|
||||
/// Convert this vector into a unit vector. Returns the length.
|
||||
float32 Normalize()
|
||||
{
|
||||
float32 length = Length();
|
||||
if (length < b2_epsilon)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
float32 invLength = 1.0f / length;
|
||||
x *= invLength;
|
||||
y *= invLength;
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
/*
|
||||
/// Does this vector contain finite coordinates?
|
||||
bool IsValid() const
|
||||
{
|
||||
return b2IsValid(x) && b2IsValid(y);
|
||||
}
|
||||
*/
|
||||
|
||||
float32 x, y;
|
||||
};
|
||||
|
||||
inline b2Vec2 operator*(float32 f,const b2Vec2& p_v) {
|
||||
return b2Vec2(f*p_v.x,f*p_v.y);
|
||||
}
|
||||
|
||||
/// Perform the dot product on two vectors.
|
||||
inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y;
|
||||
}
|
||||
|
||||
/// Perform the cross product on two vectors. In 2D this produces a scalar.
|
||||
inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return a.x * b.y - a.y * b.x;
|
||||
}
|
||||
|
||||
/// Perform the cross product on a vector and a scalar. In 2D this produces
|
||||
/// a vector.
|
||||
inline b2Vec2 b2Cross(const b2Vec2& a, float32 s)
|
||||
{
|
||||
return b2Vec2(s * a.y, -s * a.x);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
File diff suppressed because it is too large
Load Diff
|
@ -1,133 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2007 Eric Jordan
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_POLYGON_H
|
||||
#define B2_POLYGON_H
|
||||
|
||||
#include "b2Triangle.h"
|
||||
#include "stdio.h"
|
||||
#include <string.h>
|
||||
#include <limits.h>
|
||||
namespace b2ConvexDecomp {
|
||||
|
||||
static bool B2_POLYGON_REPORT_ERRORS = false;
|
||||
|
||||
class b2Polygon;
|
||||
|
||||
int32 remainder(int32 x, int32 modulus);
|
||||
int32 TriangulatePolygon(float32* xv, float32* yv, int32 vNum, b2Triangle* results);
|
||||
bool IsEar(int32 i, float32* xv, float32* yv, int32 xvLength); //Not for external use
|
||||
int32 PolygonizeTriangles(b2Triangle* triangulated, int32 triangulatedLength, b2Polygon* polys, int32 polysLength);
|
||||
int32 DecomposeConvex(b2Polygon* p, b2Polygon* results, int32 maxPolys);
|
||||
//void DecomposeConvexAndAddTo(b2Polygon* p, b2Body* bd, b2FixtureDef* prototype);
|
||||
|
||||
void ReversePolygon(float32* x, float32* y, int n);
|
||||
|
||||
b2Polygon TraceEdge(b2Polygon* p); //For use with self-intersecting polygons, finds outline
|
||||
|
||||
class b2Polygon {
|
||||
|
||||
public:
|
||||
const static int32 maxVerticesPerPolygon = b2_maxPolygonVertices;
|
||||
|
||||
float32* x; //vertex arrays
|
||||
float32* y;
|
||||
int32 nVertices;
|
||||
|
||||
float32 area;
|
||||
bool areaIsSet;
|
||||
|
||||
b2Polygon(float32* _x, float32* _y, int32 nVert);
|
||||
b2Polygon(b2Vec2* v, int32 nVert);
|
||||
b2Polygon();
|
||||
~b2Polygon();
|
||||
|
||||
float32 GetArea();
|
||||
|
||||
void MergeParallelEdges(float32 tolerance);
|
||||
b2Vec2* GetVertexVecs();
|
||||
b2Polygon(b2Triangle& t);
|
||||
void Set(const b2Polygon& p);
|
||||
bool IsConvex();
|
||||
bool IsCCW();
|
||||
bool IsUsable(bool printError);
|
||||
bool IsUsable();
|
||||
bool IsSimple();
|
||||
// void AddTo(b2FixtureDef& pd);
|
||||
|
||||
b2Polygon* Add(b2Triangle& t);
|
||||
|
||||
void print(){
|
||||
printFormatted();
|
||||
/*
|
||||
for (int32 i=0; i<nVertices; ++i){
|
||||
printf("i: %d, x:%f, y:%f\n",i,x[i],y[i]);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void printFormatted(){
|
||||
printf("float xv[] = {");
|
||||
for (int32 i=0; i<nVertices; ++i){
|
||||
printf("%ff,",x[i]);
|
||||
}
|
||||
printf("};\nfloat yv[] = {");
|
||||
for (int32 i=0; i<nVertices; ++i){
|
||||
printf("%ff,",y[i]);
|
||||
}
|
||||
printf("};\n");
|
||||
}
|
||||
|
||||
b2Polygon(const b2Polygon& p){
|
||||
nVertices = p.nVertices;
|
||||
area = p.area;
|
||||
areaIsSet = p.areaIsSet;
|
||||
x = new float32[nVertices];
|
||||
y = new float32[nVertices];
|
||||
memcpy(x, p.x, nVertices * sizeof(float32));
|
||||
memcpy(y, p.y, nVertices * sizeof(float32));
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
const int32 MAX_CONNECTED = 32;
|
||||
const float32 COLLAPSE_DIST_SQR = CMP_EPSILON*CMP_EPSILON;//0.1f;//1000*CMP_EPSILON*1000*CMP_EPSILON;
|
||||
|
||||
class b2PolyNode{
|
||||
public:
|
||||
b2Vec2 position;
|
||||
b2PolyNode* connected[MAX_CONNECTED];
|
||||
int32 nConnected;
|
||||
bool visited;
|
||||
|
||||
b2PolyNode(b2Vec2& pos);
|
||||
b2PolyNode();
|
||||
void AddConnection(b2PolyNode& toMe);
|
||||
void RemoveConnection(b2PolyNode& fromMe);
|
||||
void RemoveConnectionByIndex(int32 index);
|
||||
bool IsConnectedTo(b2PolyNode& me);
|
||||
b2PolyNode* GetRightestConnection(b2PolyNode* incoming);
|
||||
b2PolyNode* GetRightestConnection(b2Vec2& incomingDir);
|
||||
};
|
||||
|
||||
|
||||
b2Polygon ConvexHull(b2Vec2* v, int nVert);
|
||||
b2Polygon ConvexHull(float32* cloudX, float32* cloudY, int32 nVert);
|
||||
}
|
||||
#endif
|
|
@ -1,82 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2007 Eric Jordan
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Triangle.h"
|
||||
|
||||
namespace b2ConvexDecomp {
|
||||
|
||||
//Constructor automatically fixes orientation to ccw
|
||||
b2Triangle::b2Triangle(float32 x1, float32 y1, float32 x2, float32 y2, float32 x3, float32 y3){
|
||||
x = new float32[3];
|
||||
y = new float32[3];
|
||||
float32 dx1 = x2-x1;
|
||||
float32 dx2 = x3-x1;
|
||||
float32 dy1 = y2-y1;
|
||||
float32 dy2 = y3-y1;
|
||||
float32 cross = dx1*dy2-dx2*dy1;
|
||||
bool ccw = (cross>0);
|
||||
if (ccw){
|
||||
x[0] = x1; x[1] = x2; x[2] = x3;
|
||||
y[0] = y1; y[1] = y2; y[2] = y3;
|
||||
} else{
|
||||
x[0] = x1; x[1] = x3; x[2] = x2;
|
||||
y[0] = y1; y[1] = y3; y[2] = y2;
|
||||
}
|
||||
}
|
||||
|
||||
b2Triangle::b2Triangle(){
|
||||
x = new float32[3];
|
||||
y = new float32[3];
|
||||
}
|
||||
|
||||
b2Triangle::~b2Triangle(){
|
||||
delete[] x;
|
||||
delete[] y;
|
||||
}
|
||||
|
||||
void b2Triangle::Set(const b2Triangle& toMe) {
|
||||
for (int32 i=0; i<3; ++i) {
|
||||
x[i] = toMe.x[i];
|
||||
y[i] = toMe.y[i];
|
||||
}
|
||||
}
|
||||
|
||||
bool b2Triangle::IsInside(float32 _x, float32 _y){
|
||||
if (_x < x[0] && _x < x[1] && _x < x[2]) return false;
|
||||
if (_x > x[0] && _x > x[1] && _x > x[2]) return false;
|
||||
if (_y < y[0] && _y < y[1] && _y < y[2]) return false;
|
||||
if (_y > y[0] && _y > y[1] && _y > y[2]) return false;
|
||||
|
||||
float32 vx2 = _x-x[0]; float32 vy2 = _y-y[0];
|
||||
float32 vx1 = x[1]-x[0]; float32 vy1 = y[1]-y[0];
|
||||
float32 vx0 = x[2]-x[0]; float32 vy0 = y[2]-y[0];
|
||||
|
||||
float32 dot00 = vx0*vx0+vy0*vy0;
|
||||
float32 dot01 = vx0*vx1+vy0*vy1;
|
||||
float32 dot02 = vx0*vx2+vy0*vy2;
|
||||
float32 dot11 = vx1*vx1+vy1*vy1;
|
||||
float32 dot12 = vx1*vx2+vy1*vy2;
|
||||
float32 invDenom = 1.0f / (dot00*dot11 - dot01*dot01);
|
||||
float32 u = (dot11*dot02 - dot01*dot12)*invDenom;
|
||||
float32 v = (dot00*dot12 - dot01*dot02)*invDenom;
|
||||
|
||||
return ((u>=0)&&(v>=0)&&(u+v<=1));
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -1,41 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2007 Eric Jordan
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_TRIANGLE_H
|
||||
#define B2_TRIANGLE_H
|
||||
|
||||
#include "b2Glue.h"
|
||||
|
||||
namespace b2ConvexDecomp {
|
||||
|
||||
|
||||
|
||||
class b2Triangle{
|
||||
public:
|
||||
float* x;
|
||||
float* y;
|
||||
b2Triangle();
|
||||
b2Triangle(float32 x1, float32 y1, float32 x2, float32 y2, float32 x3, float32 y3);
|
||||
~b2Triangle();
|
||||
bool IsInside(float32 _x, float32 _y);
|
||||
void Set(const b2Triangle& toMe);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
Loading…
Reference in New Issue