[libgdx] Fix attempt for #1219. Avoid singularities that can arise when clipping polygon and to be clipped triangle overlap in some of their vertices.

This commit is contained in:
badlogic 2018-12-05 15:50:26 +01:00
parent 54c6aacaa2
commit 637db7ca9d

View File

@ -248,14 +248,26 @@ public class SkeletonClipping {
}
// v1 inside, v2 outside
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
float s = (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
if (Math.abs(s) > 0.000001f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
} else {
output.add(edgeX);
output.add(edgeY);
}
} else if (side2) { // v1 outside, v2 inside
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
float s = (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
if (Math.abs(s) > 0.000001f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
} else {
output.add(edgeX);
output.add(edgeY);
}
output.add(inputX2);
output.add(inputY2);
}