// http://www.emanueleferonato.com/2011/08/05/slicing-splitting-and-cutting-objects-with-box2d-part-4-using-real-graphics/
const EPSILON = 0.1;
const POINT_SQR_EPSILON = 5;
function compare(a, b) {
if (a.fraction > b.fraction) {
return 1;
} else if (a.fraction < b.fraction) {
return -1;
}
return 0;
}
function equals (a, b, epsilon) {
epsilon = epsilon === undefined ? EPSILON : epsilon;
return Math.abs(a-b) < epsilon;
}
function equalsVec2(a,b, epsilon) {
return equals(a.x, b.x, epsilon) && equals(a.y, b.y, epsilon);
}
function pointInLine (point, a, b) {
return cc.Intersection.pointLineDistance(point, a, b, true) < 1;
}
cc.Class({
extends: cc.Component,
onEnable: function () {
this.debugDrawFlags = cc.director.getPhysicsManager().debugDrawFlags;
cc.director.getPhysicsManager().debugDrawFlags =
cc.PhysicsManager.DrawBits.e_jointBit |
cc.PhysicsManager.DrawBits.e_shapeBit
;
},
onDisable: function () {
cc.director.getPhysicsManager().debugDrawFlags = this.debugDrawFlags;
},
// use this for initialization
onLoad: function () {
var canvas = cc.find('Canvas');
canvas.on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this);
canvas.on(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this);
canvas.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
this.ctx = this.getComponent(cc.Graphics);
},
onTouchStart: function (event) {
this.touching = true;
this.r1 = this.r2 = this.results = null;
this.touchStartPoint = this.touchPoint = cc.v2( event.touch.getLocation() );
},
onTouchMove: function (event) {
this.touchPoint = cc.v2( event.touch.getLocation() );
},
onTouchEnd: function (event) {
this.touchPoint = cc.v2( event.touch.getLocation() );
this.recalcResults();
this.touching = false;
let point = cc.v2( event.touch.getLocation() );
if ( equals(this.touchStartPoint.sub(point).magSqr(), 0) ) return;
// recalculate fraction, make fraction from one direction
this.r2.forEach(r => {
r.fraction = 1 - r.fraction;
});
let results = this.results;
let pairs = [];
for (let i = 0; i < results.length; i++) {
let find = false;
let result = results[i];
for (let j = 0; j < pairs.length; j++) {
let pair = pairs[j];
if (pair[0] && result.collider === pair[0].collider) {
find = true;
// one collider may contains several fixtures, so raycast may through the inner fixture side
// we need remove them from the result
let r = pair.find((r) => {
return r.point.sub(result.point).magSqr() <= POINT_SQR_EPSILON;
});
if (r) {
pair.splice(pair.indexOf(r), 1);
}
else {
pair.push(result);
}
break;
}
}
if (!find) {
pairs.push([result]);
}
}
for (let i = 0; i < pairs.length; i++) {
let pair = pairs[i];
if (pair.length < 2) {
continue;
}
// sort pair with fraction
pair = pair.sort(compare);
let splitResults = [];
// first calculate all results, not split collider right now
for (let j = 0; j < (pair.length - 1); j +=2) {
let r1 = pair[j];
let r2 = pair[j+1];
if (r1 && r2) {
this.split(r1.collider, r1.point, r2.point, splitResults);
}
}
if (splitResults.length <= 0) {
continue;
}
let collider = pair[0].collider;
let maxPointsResult;
for (let j = 0; j < splitResults.length; j++) {
let splitResult = splitResults[j];
for (let k = 0; k < splitResult.length; k++) {
if (typeof splitResult[k] === 'number') {
splitResult[k] = collider.points[splitResult[k]];
}
}
if (!maxPointsResult || splitResult.length > maxPointsResult.length) {
maxPointsResult = splitResult;
}
}
if (maxPointsResult.length < 3) {
continue;
}
// keep max length points to origin collider
collider.points = maxPointsResult;
collider.apply();
let body = collider.body;
for (let j = 0; j < splitResults.length; j++) {
let splitResult = splitResults[j];
if (splitResult.length < 3) continue;
if (splitResult == maxPointsResult) continue;
// create new body
let node = new cc.Node();
node.position = body.getWorldPosition();
node.rotation = body.getWorldRotation();
node.parent = cc.director.getScene();
node.addComponent(cc.RigidBody);
let newCollider = node.addComponent(cc.PhysicsPolygonCollider);
newCollider.points = splitResult;
newCollider.apply();
}
}
},
split: function (collider, p1, p2, splitResults) {
let body = collider.body;
let points = collider.points;
// The manager.rayCast() method returns points in world coordinates, so use the body.getLocalPoint() to convert them to local coordinates.
p1 = body.getLocalPoint(p1);
p2 = body.getLocalPoint(p2);
let newSplitResult1 = [p1, p2];
let newSplitResult2 = [p2, p1];
let index1, index2;
for (let i = 0; i < points.length; i++) {
let pp1 = points[i];
let pp2 = i === points.length - 1 ? points[0] : points[i+1];
if (index1 === undefined && pointInLine(p1, pp1, pp2)) {
index1 = i;
}
else if (index2 === undefined && pointInLine(p2, pp1, pp2)) {
index2 = i;
}
if (index1 !== undefined && index2 !== undefined) {
break;
}
}
// console.log(index1 + ' : ' + index2);
if (index1 === undefined || index2 === undefined) {
debugger
return;
}
let splitResult, indiceIndex1 = index1, indiceIndex2 = index2;
if (splitResults.length > 0) {
for (let i = 0; i < splitResults.length; i++) {
let indices = splitResults[i];
indiceIndex1 = indices.indexOf(index1);
indiceIndex2 = indices.indexOf(index2);
if (indiceIndex1 !== -1 && indiceIndex2 !== -1) {
splitResult = splitResults.splice(i, 1)[0];
break;
}
}
}
if (!splitResult) {
splitResult = points.map((p, i) => {
return i;
});
}
for (let i = indiceIndex1 + 1; i !== (indiceIndex2+1); i++) {
if (i >= splitResult.length) {
i = 0;
}
let p = splitResult[i];
p = typeof p === 'number' ? points[p] : p;
if (p.sub(p1).magSqr() < POINT_SQR_EPSILON || p.sub(p2).magSqr() < POINT_SQR_EPSILON) {
continue;
}
newSplitResult2.push(splitResult[i]);
}
for (let i = indiceIndex2 + 1; i !== indiceIndex1+1; i++) {
if (i >= splitResult.length) {
i = 0;
}
let p = splitResult[i];
p = typeof p === 'number' ? points[p] : p;
if (p.sub(p1).magSqr() < POINT_SQR_EPSILON || p.sub(p2).magSqr() < POINT_SQR_EPSILON) {
continue;
}
newSplitResult1.push(splitResult[i]);
}
splitResults.push(newSplitResult1);
splitResults.push(newSplitResult2);
},
recalcResults: function () {
if (!this.touching) return;
let startPoint = this.touchStartPoint;
let point = this.touchPoint;
this.ctx.clear();
this.ctx.moveTo(this.touchStartPoint.x, this.touchStartPoint.y);
this.ctx.lineTo(point.x, point.y);
this.ctx.stroke();
let manager = cc.director.getPhysicsManager();
// manager.rayCast() method calls this function only when it sees that a given line gets into the body - it doesnt see when the line gets out of it.
// I must have 2 intersection points with a body so that it can be sliced, thats why I use manager.rayCast() again, but this time from B to A - that way the point, at which BA enters the body is the point at which AB leaves it!
let r1 = manager.rayCast(this.touchStartPoint, point, cc.RayCastType.All);
let r2 = manager.rayCast(point, this.touchStartPoint, cc.RayCastType.All);
let results = r1.concat(r2);
for (let i = 0; i < results.length; i++) {
let p = results[i].point;
this.ctx.circle(p.x, p.y, 5);
}
this.ctx.fill();
this.r1 = r1;
this.r2 = r2;
this.results = results;
},
// called every frame, uncomment this function to activate update callback
update: function (dt) {
// body maybe moving, need calc raycast results in update
this.recalcResults();
},
});