bool BodyCreator::m_CheckShape(MapObject& object) { const Shape& points = object.PolyPoints(); sf::Uint16 s = points.size(); bool b1 = false; bool b2 = false; for (auto i = 0; i < s; i++) { sf::Int16 i2 = (i < s - 1) ? i + 1 : 0; sf::Int16 i3 = (i > 0) ? i - 1 : s - 1; for (auto j = 0; j < s; j++) { if (j != i && j != i2) { if (!b1) { float direction = m_GetWinding(points[i], points[i2], points[j]); if (direction > 0.f) b1 = true; } if (j != i3) { sf::Int16 j2 = (j < s - 1) ? j + 1 : 0; sf::Vector2f hp = m_HitPoint(points[i], points[i2], points[j], points[j2]); if (m_OnSeg(hp, points[i], points[i2]) && m_OnSeg(hp, points[j], points[j2])) { std::cerr << "Object " << object.GetName() << " found with possible self intersection." << std::endl; std::cerr << "Skipping body creation." << std::endl; return false; } } } } if (!b1) b2 = true; } if (b2) { std::cerr << "Object " << object.GetName() << " vertices are wound in the wrong direction." << std::endl; std::cerr << "Attempting to fix..." << std::endl; object.ReverseWinding(); } return true; }