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[libgdx] Fix attempt for #1219. Avoid singularities that can arise when clipping polygon and to be clipped triangle overlap in some of their vertices.
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@ -248,14 +248,26 @@ public class SkeletonClipping {
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}
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// v1 inside, v2 outside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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float s = (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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if (Math.abs(s) > 0.000001f) {
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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} else {
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output.add(edgeX);
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output.add(edgeY);
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}
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} else if (side2) { // v1 outside, v2 inside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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float s = (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
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if (Math.abs(s) > 0.000001f) {
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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} else {
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output.add(edgeX);
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output.add(edgeY);
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}
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output.add(inputX2);
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output.add(inputY2);
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}
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