1 /****************************************************************************
  2  Copyright (c) 2008-2010 Ricardo Quesada
  3  Copyright (c) 2011-2012 cocos2d-x.org
  4  Copyright (c) 2013-2014 Chukong Technologies Inc.
  5  Copyright (c) 2009      Valentin Milea
  6 
  7  http://www.cocos2d-x.org
  8 
  9  Permission is hereby granted, free of charge, to any person obtaining a copy
 10  of this software and associated documentation files (the "Software"), to deal
 11  in the Software without restriction, including without limitation the rights
 12  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 13  copies of the Software, and to permit persons to whom the Software is
 14  furnished to do so, subject to the following conditions:
 15 
 16  The above copyright notice and this permission notice shall be included in
 17  all copies or substantial portions of the Software.
 18 
 19  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 20  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 21  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 22  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 23  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 24  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 25  THE SOFTWARE.
 26  ****************************************************************************/
 27 
 28 /**
 29  * converts a line to a polygon
 30  * @param {Float32Array} points
 31  * @param {Number} stroke
 32  * @param {Float32Array} vertices
 33  * @param {Number} offset
 34  * @param {Number} nuPoints
 35  */
 36 cc.vertexLineToPolygon = function (points, stroke, vertices, offset, nuPoints) {
 37     nuPoints += offset;
 38     if (nuPoints <= 1)
 39         return;
 40 
 41     stroke *= 0.5;
 42     var idx;
 43     var nuPointsMinus = nuPoints - 1;
 44     for (var i = offset; i < nuPoints; i++) {
 45         idx = i * 2;
 46         var p1 = cc.p(points[i * 2], points[i * 2 + 1]);
 47         var perpVector;
 48 
 49         if (i === 0)
 50             perpVector = cc.pPerp(cc.pNormalize(cc.pSub(p1, cc.p(points[(i + 1) * 2], points[(i + 1) * 2 + 1]))));
 51         else if (i === nuPointsMinus)
 52             perpVector = cc.pPerp(cc.pNormalize(cc.pSub(cc.p(points[(i - 1) * 2], points[(i - 1) * 2 + 1]), p1)));
 53         else {
 54             var p0 = cc.p(points[(i - 1) * 2], points[(i - 1) * 2 + 1]);
 55             var p2 = cc.p(points[(i + 1) * 2], points[(i + 1) * 2 + 1]);
 56 
 57             var p2p1 = cc.pNormalize(cc.pSub(p2, p1));
 58             var p0p1 = cc.pNormalize(cc.pSub(p0, p1));
 59 
 60             // Calculate angle between vectors
 61             var angle = Math.acos(cc.pDot(p2p1, p0p1));
 62 
 63             if (angle < cc.degreesToRadians(70))
 64                 perpVector = cc.pPerp(cc.pNormalize(cc.pMidpoint(p2p1, p0p1)));
 65             else if (angle < cc.degreesToRadians(170))
 66                 perpVector = cc.pNormalize(cc.pMidpoint(p2p1, p0p1));
 67             else
 68                 perpVector = cc.pPerp(cc.pNormalize(cc.pSub(p2, p0)));
 69         }
 70         perpVector = cc.pMult(perpVector, stroke);
 71 
 72         vertices[idx * 2] = p1.x + perpVector.x;
 73         vertices[idx * 2 + 1] = p1.y + perpVector.y;
 74         vertices[(idx + 1) * 2] = p1.x - perpVector.x;
 75         vertices[(idx + 1) * 2 + 1] = p1.y - perpVector.y;
 76     }
 77 
 78     // Validate vertexes
 79     offset = (offset === 0) ? 0 : offset - 1;
 80     for (i = offset; i < nuPointsMinus; i++) {
 81         idx = i * 2;
 82         var idx1 = idx + 2;
 83 
 84         var v1 = cc.vertex2(vertices[idx * 2], vertices[idx * 2 + 1]);
 85         var v2 = cc.vertex2(vertices[(idx + 1) * 2], vertices[(idx + 1) * 2 + 1]);
 86         var v3 = cc.vertex2(vertices[idx1 * 2], vertices[idx1 * 2]);
 87         var v4 = cc.vertex2(vertices[(idx1 + 1) * 2], vertices[(idx1 + 1) * 2 + 1]);
 88 
 89         //BOOL fixVertex = !ccpLineIntersect(ccp(p1.x, p1.y), ccp(p4.x, p4.y), ccp(p2.x, p2.y), ccp(p3.x, p3.y), &s, &t);
 90         var fixVertexResult = !cc.vertexLineIntersect(v1.x, v1.y, v4.x, v4.y, v2.x, v2.y, v3.x, v3.y);
 91         if (!fixVertexResult.isSuccess)
 92             if (fixVertexResult.value < 0.0 || fixVertexResult.value > 1.0)
 93                 fixVertexResult.isSuccess = true;
 94 
 95         if (fixVertexResult.isSuccess) {
 96             vertices[idx1 * 2] = v4.x;
 97             vertices[idx1 * 2 + 1] = v4.y;
 98             vertices[(idx1 + 1) * 2] = v3.x;
 99             vertices[(idx1 + 1) * 2 + 1] = v3.y;
100         }
101     }
102 };
103 
104 /**
105  * returns whether or not the line intersects
106  * @param {Number} Ax
107  * @param {Number} Ay
108  * @param {Number} Bx
109  * @param {Number} By
110  * @param {Number} Cx
111  * @param {Number} Cy
112  * @param {Number} Dx
113  * @param {Number} Dy
114  * @return {Object}
115  */
116 cc.vertexLineIntersect = function (Ax, Ay, Bx, By, Cx, Cy, Dx, Dy) {
117     var distAB, theCos, theSin, newX;
118 
119     // FAIL: Line undefined
120     if ((Ax === Bx && Ay === By) || (Cx === Dx && Cy === Dy))
121         return {isSuccess:false, value:0};
122 
123     //  Translate system to make A the origin
124     Bx -= Ax;
125     By -= Ay;
126     Cx -= Ax;
127     Cy -= Ay;
128     Dx -= Ax;
129     Dy -= Ay;
130 
131     // Length of segment AB
132     distAB = Math.sqrt(Bx * Bx + By * By);
133 
134     // Rotate the system so that point B is on the positive X axis.
135     theCos = Bx / distAB;
136     theSin = By / distAB;
137     newX = Cx * theCos + Cy * theSin;
138     Cy = Cy * theCos - Cx * theSin;
139     Cx = newX;
140     newX = Dx * theCos + Dy * theSin;
141     Dy = Dy * theCos - Dx * theSin;
142     Dx = newX;
143 
144     // FAIL: Lines are parallel.
145     if (Cy === Dy) return {isSuccess:false, value:0};
146 
147     // Discover the relative position of the intersection in the line AB
148     var t = (Dx + (Cx - Dx) * Dy / (Dy - Cy)) / distAB;
149 
150     // Success.
151     return {isSuccess:true, value:t};
152 };
153 
154 /**
155  * returns wheter or not polygon defined by vertex list is clockwise
156  * @param {Array} verts
157  * @return {Boolean}
158  */
159 cc.vertexListIsClockwise = function(verts) {
160     for (var i = 0, len = verts.length; i < len; i++) {
161         var a = verts[i];
162         var b = verts[(i + 1) % len];
163         var c = verts[(i + 2) % len];
164 
165         if (cc.pCross(cc.pSub(b, a), cc.pSub(c, b)) > 0)
166             return false;
167     }
168 
169     return true;
170 };