void ccVertexLineToPolygon(Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints) { nuPoints += offset; if(nuPoints<=1) return; stroke *= 0.5f; unsigned int idx; unsigned int nuPointsMinus = nuPoints-1; for(unsigned int i = offset; i<nuPoints; i++) { idx = i*2; Vec2 p1 = points[i]; Vec2 perpVector; if(i == 0) perpVector = (p1 - points[i+1]).getNormalized().getPerp(); else if(i == nuPointsMinus) perpVector = (points[i-1] - p1).getNormalized().getPerp(); else { Vec2 p2 = points[i+1]; Vec2 p0 = points[i-1]; Vec2 p2p1 = (p2 - p1).getNormalized(); Vec2 p0p1 = (p0 - p1).getNormalized(); // Calculate angle between vectors float angle = acosf(p2p1.dot(p0p1)); if(angle < MATH_DEG_TO_RAD(70)) perpVector = p2p1.getMidpoint(p0p1).getNormalized().getPerp(); else if(angle < MATH_DEG_TO_RAD(170)) perpVector = p2p1.getMidpoint(p0p1).getNormalized(); else perpVector = (p2 - p0).getNormalized().getPerp(); } perpVector = perpVector * stroke; vertices[idx] = Vec2(p1.x+perpVector.x, p1.y+perpVector.y); vertices[idx+1] = Vec2(p1.x-perpVector.x, p1.y-perpVector.y); } // Validate vertexes offset = (offset==0) ? 0 : offset-1; for(unsigned int i = offset; i<nuPointsMinus; i++) { idx = i*2; const unsigned int idx1 = idx+2; Vec2 p1 = vertices[idx]; Vec2 p2 = vertices[idx+1]; Vec2 p3 = vertices[idx1]; Vec2 p4 = vertices[idx1+1]; float s; //BOOL fixVertex = !ccpLineIntersect(Vec2(p1.x, p1.y), Vec2(p4.x, p4.y), Vec2(p2.x, p2.y), Vec2(p3.x, p3.y), &s, &t); bool fixVertex = !ccVertexLineIntersect(p1.x, p1.y, p4.x, p4.y, p2.x, p2.y, p3.x, p3.y, &s); if(!fixVertex) if (s<0.0f || s>1.0f) fixVertex = true; if(fixVertex) { vertices[idx1] = p4; vertices[idx1+1] = p3; } } }
NS_CC_BEGIN void ccVertexLineToPolygon(DPoint *points, float stroke, ccVertex2F *vertices, unsigned int offset, unsigned int nuPoints) { nuPoints += offset; if(nuPoints<=1) return; stroke *= 0.5f; unsigned int idx; unsigned int nuPointsMinus = nuPoints-1; for(unsigned int i = offset; i<nuPoints; i++) { idx = i*2; DPoint p1 = points[i]; DPoint perpVector; if(i == 0) perpVector = ccpPerp(ccpNormalize(ccpSub(p1, points[i+1]))); else if(i == nuPointsMinus) perpVector = ccpPerp(ccpNormalize(ccpSub(points[i-1], p1))); else { DPoint p2 = points[i+1]; DPoint p0 = points[i-1]; DPoint p2p1 = ccpNormalize(ccpSub(p2, p1)); DPoint p0p1 = ccpNormalize(ccpSub(p0, p1)); // Calculate angle between vectors float angle = acosf(ccpDot(p2p1, p0p1)); if(angle < CC_DEGREES_TO_RADIANS(70)) perpVector = ccpPerp(ccpNormalize(ccpMidpoint(p2p1, p0p1))); else if(angle < CC_DEGREES_TO_RADIANS(170)) perpVector = ccpNormalize(ccpMidpoint(p2p1, p0p1)); else perpVector = ccpPerp(ccpNormalize(ccpSub(p2, p0))); } perpVector = ccpMult(perpVector, stroke); vertices[idx] = vertex2(p1.x+perpVector.x, p1.y+perpVector.y); vertices[idx+1] = vertex2(p1.x-perpVector.x, p1.y-perpVector.y); } // Validate vertexes offset = (offset==0) ? 0 : offset-1; for(unsigned int i = offset; i<nuPointsMinus; i++) { idx = i*2; const unsigned int idx1 = idx+2; ccVertex2F p1 = vertices[idx]; ccVertex2F p2 = vertices[idx+1]; ccVertex2F p3 = vertices[idx1]; ccVertex2F p4 = vertices[idx1+1]; float s; //BOOL fixVertex = !ccpLineIntersect(DPoint(p1.x, p1.y), DPoint(p4.x, p4.y), DPoint(p2.x, p2.y), DPoint(p3.x, p3.y), &s, &t); bool fixVertex = !ccVertexLineIntersect(p1.x, p1.y, p4.x, p4.y, p2.x, p2.y, p3.x, p3.y, &s); if(!fixVertex) if (s<0.0f || s>1.0f) fixVertex = true; if(fixVertex) { vertices[idx1] = p4; vertices[idx1+1] = p3; } } }