using System.Collections.Generic;
using System.Diagnostics;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common.PolygonManipulation
{
public static class CuttingTools
{
//Cutting a shape into two is based on the work of Daid and his prototype BoxCutter: http://www.box2d.org/forum/viewtopic.php?f=3&t=1473
///
/// Split a fixture into 2 vertice collections using the given entry and exit-point.
///
/// The Fixture to split
/// The entry point - The start point
/// The exit point - The end point
/// The size of the split. Think of this as the laser-width
/// The first collection of vertexes
/// The second collection of vertexes
public static void SplitShape(Fixture fixture, Vector2 entryPoint, Vector2 exitPoint, float splitSize,
out Vertices first, out Vertices second)
{
Vector2 localEntryPoint = fixture.Body.GetLocalPoint(ref entryPoint);
Vector2 localExitPoint = fixture.Body.GetLocalPoint(ref exitPoint);
PolygonShape shape = fixture.Shape as PolygonShape;
if (shape == null)
{
first = new Vertices();
second = new Vertices();
return;
}
Vertices vertices = new Vertices(shape.Vertices);
Vertices[] newPolygon = new Vertices[2];
for (int i = 0; i < newPolygon.Length; i++)
{
newPolygon[i] = new Vertices(vertices.Count);
}
int[] cutAdded = { -1, -1 };
int last = -1;
for (int i = 0; i < vertices.Count; i++)
{
int n;
//Find out if this vertex is on the old or new shape.
if (Vector2.Dot(MathUtils.Cross(localExitPoint - localEntryPoint, 1), vertices[i] - localEntryPoint) > Settings.Epsilon)
n = 0;
else
n = 1;
if (last != n)
{
//If we switch from one shape to the other add the cut vertices.
if (last == 0)
{
Debug.Assert(cutAdded[0] == -1);
cutAdded[0] = newPolygon[last].Count;
newPolygon[last].Add(localExitPoint);
newPolygon[last].Add(localEntryPoint);
}
if (last == 1)
{
Debug.Assert(cutAdded[last] == -1);
cutAdded[last] = newPolygon[last].Count;
newPolygon[last].Add(localEntryPoint);
newPolygon[last].Add(localExitPoint);
}
}
newPolygon[n].Add(vertices[i]);
last = n;
}
//Add the cut in case it has not been added yet.
if (cutAdded[0] == -1)
{
cutAdded[0] = newPolygon[0].Count;
newPolygon[0].Add(localExitPoint);
newPolygon[0].Add(localEntryPoint);
}
if (cutAdded[1] == -1)
{
cutAdded[1] = newPolygon[1].Count;
newPolygon[1].Add(localEntryPoint);
newPolygon[1].Add(localExitPoint);
}
for (int n = 0; n < 2; n++)
{
Vector2 offset;
if (cutAdded[n] > 0)
{
offset = (newPolygon[n][cutAdded[n] - 1] - newPolygon[n][cutAdded[n]]);
}
else
{
offset = (newPolygon[n][newPolygon[n].Count - 1] - newPolygon[n][0]);
}
offset.Normalize();
newPolygon[n][cutAdded[n]] += splitSize * offset;
if (cutAdded[n] < newPolygon[n].Count - 2)
{
offset = (newPolygon[n][cutAdded[n] + 2] - newPolygon[n][cutAdded[n] + 1]);
}
else
{
offset = (newPolygon[n][0] - newPolygon[n][newPolygon[n].Count - 1]);
}
offset.Normalize();
newPolygon[n][cutAdded[n] + 1] += splitSize * offset;
}
first = newPolygon[0];
second = newPolygon[1];
}
///
/// This is a high-level function to cuts fixtures inside the given world, using the start and end points.
/// Note: We don't support cutting when the start or end is inside a shape.
///
/// The world.
/// The startpoint.
/// The endpoint.
/// The thickness of the cut
public static void Cut(World world, Vector2 start, Vector2 end, float thickness)
{
List fixtures = new List();
List entryPoints = new List();
List exitPoints = new List();
//We don't support cutting when the start or end is inside a shape.
if (world.TestPoint(start) != null || world.TestPoint(end) != null)
return;
//Get the entry points
world.RayCast((f, p, n, fr) =>
{
fixtures.Add(f);
entryPoints.Add(p);
return 1;
}, start, end);
//Reverse the ray to get the exitpoints
world.RayCast((f, p, n, fr) =>
{
exitPoints.Add(p);
return 1;
}, end, start);
//We only have a single point. We need at least 2
if (entryPoints.Count + exitPoints.Count < 2)
return;
for (int i = 0; i < fixtures.Count; i++)
{
// can't cut circles yet !
if (fixtures[i].Shape.ShapeType != ShapeType.Polygon)
continue;
if (fixtures[i].Body.BodyType != BodyType.Static)
{
//Split the shape up into two shapes
Vertices first;
Vertices second;
SplitShape(fixtures[i], entryPoints[i], exitPoints[i], thickness, out first, out second);
//Delete the original shape and create two new. Retain the properties of the body.
if (SanityCheck(first))
{
Body firstFixture = BodyFactory.CreatePolygon(world, first, fixtures[i].Shape.Density,
fixtures[i].Body.Position);
firstFixture.Rotation = fixtures[i].Body.Rotation;
firstFixture.LinearVelocity = fixtures[i].Body.LinearVelocity;
firstFixture.AngularVelocity = fixtures[i].Body.AngularVelocity;
firstFixture.BodyType = BodyType.Dynamic;
}
if (SanityCheck(second))
{
Body secondFixture = BodyFactory.CreatePolygon(world, second, fixtures[i].Shape.Density,
fixtures[i].Body.Position);
secondFixture.Rotation = fixtures[i].Body.Rotation;
secondFixture.LinearVelocity = fixtures[i].Body.LinearVelocity;
secondFixture.AngularVelocity = fixtures[i].Body.AngularVelocity;
secondFixture.BodyType = BodyType.Dynamic;
}
world.RemoveBody(fixtures[i].Body);
}
}
}
private static bool SanityCheck(Vertices vertices)
{
if (vertices.Count < 3)
return false;
if (vertices.GetArea() < 0.00001f)
return false;
for (int i = 0; i < vertices.Count; ++i)
{
int i1 = i;
int i2 = i + 1 < vertices.Count ? i + 1 : 0;
Vector2 edge = vertices[i2] - vertices[i1];
if (edge.LengthSquared() < Settings.Epsilon * Settings.Epsilon)
return false;
}
for (int i = 0; i < vertices.Count; ++i)
{
int i1 = i;
int i2 = i + 1 < vertices.Count ? i + 1 : 0;
Vector2 edge = vertices[i2] - vertices[i1];
for (int j = 0; j < vertices.Count; ++j)
{
// Don't check vertices on the current edge.
if (j == i1 || j == i2)
{
continue;
}
Vector2 r = vertices[j] - vertices[i1];
// Your polygon is non-convex (it has an indentation) or
// has colinear edges.
float s = edge.X * r.Y - edge.Y * r.X;
if (s < 0.0f)
return false;
}
}
return true;
}
}
}