mirror of https://github.com/axmolengine/axmol.git
147 lines
4.7 KiB
C++
147 lines
4.7 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 ForzeField Studios S.L
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "math/Vertex.h"
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#include "base/Macros.h"
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NS_AX_BEGIN
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void ccVertexLineToPolygon(Vec2* points, float stroke, Vec2* vertices, unsigned int offset, unsigned int nuPoints)
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{
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nuPoints += offset;
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if (nuPoints <= 1)
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return;
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stroke *= 0.5f;
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unsigned int idx;
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unsigned int nuPointsMinus = nuPoints - 1;
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for (unsigned int i = offset; i < nuPoints; i++)
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{
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idx = i * 2;
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Vec2 p1 = points[i];
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Vec2 perpVector;
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if (i == 0)
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perpVector = (p1 - points[i + 1]).getNormalized().getPerp();
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else if (i == nuPointsMinus)
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perpVector = (points[i - 1] - p1).getNormalized().getPerp();
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else
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{
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Vec2 p2 = points[i + 1];
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Vec2 p0 = points[i - 1];
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Vec2 p2p1 = (p2 - p1).getNormalized();
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Vec2 p0p1 = (p0 - p1).getNormalized();
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// Calculate angle between vectors
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float angle = acosf(p2p1.dot(p0p1));
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if (angle < AX_DEGREES_TO_RADIANS(70))
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perpVector = p2p1.getMidpoint(p0p1).getNormalized().getPerp();
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else if (angle < AX_DEGREES_TO_RADIANS(170))
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perpVector = p2p1.getMidpoint(p0p1).getNormalized();
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else
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perpVector = (p2 - p0).getNormalized().getPerp();
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}
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perpVector = perpVector * stroke;
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vertices[idx].set(p1.x + perpVector.x, p1.y + perpVector.y);
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vertices[idx + 1].set(p1.x - perpVector.x, p1.y - perpVector.y);
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}
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// Validate vertexes
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offset = (offset == 0) ? 0 : offset - 1;
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for (unsigned int i = offset; i < nuPointsMinus; i++)
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{
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idx = i * 2;
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const unsigned int idx1 = idx + 2;
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Vec2 p1 = vertices[idx];
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Vec2 p2 = vertices[idx + 1];
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Vec2 p3 = vertices[idx1];
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Vec2 p4 = vertices[idx1 + 1];
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float s;
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// BOOL fixVertex = !ccpLineIntersect(Vec2(p1.x, p1.y), Vec2(p4.x, p4.y), Vec2(p2.x, p2.y), Vec2(p3.x, p3.y),
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// &s, &t);
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bool fixVertex = !ccVertexLineIntersect(p1.x, p1.y, p4.x, p4.y, p2.x, p2.y, p3.x, p3.y, &s);
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if (!fixVertex)
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if (s < 0.0f || s > 1.0f)
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fixVertex = true;
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if (fixVertex)
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{
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vertices[idx1] = p4;
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vertices[idx1 + 1] = p3;
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}
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}
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}
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bool ccVertexLineIntersect(float Ax, float Ay, float Bx, float By, float Cx, float Cy, float Dx, float Dy, float* T)
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{
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float distAB, theCos, theSin, newX;
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// FAIL: Line undefined
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if ((Ax == Bx && Ay == By) || (Cx == Dx && Cy == Dy))
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return false;
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// Translate system to make A the origin
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Bx -= Ax;
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By -= Ay;
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Cx -= Ax;
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Cy -= Ay;
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Dx -= Ax;
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Dy -= Ay;
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// Length of segment AB
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distAB = sqrtf(Bx * Bx + By * By);
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// Rotate the system so that point B is on the positive X axis.
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theCos = Bx / distAB;
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theSin = By / distAB;
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newX = Cx * theCos + Cy * theSin;
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Cy = Cy * theCos - Cx * theSin;
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Cx = newX;
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newX = Dx * theCos + Dy * theSin;
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Dy = Dy * theCos - Dx * theSin;
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Dx = newX;
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// FAIL: Lines are parallel.
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if (Cy == Dy)
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return false;
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// Discover the relative position of the intersection in the line AB
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*T = (Dx + (Cx - Dx) * Dy / (Dy - Cy)) / distAB;
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// Success.
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return true;
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}
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NS_AX_END
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