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added Vertices.chamfer (for rounding corners)
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2 changed files with 95 additions and 0 deletions
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@ -30,6 +30,13 @@ var Bodies = {};
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vertices: Vertices.fromPath('L 0 0 L ' + width + ' 0 L ' + width + ' ' + height + ' L 0 ' + height)
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};
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if (options.chamfer) {
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var chamfer = options.chamfer;
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rectangle.vertices = Vertices.chamfer(rectangle.vertices, chamfer.radius,
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chamfer.quality, chamfer.qualityMin, chamfer.qualityMax);
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delete options.chamfer;
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}
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return Body.create(Common.extend({}, rectangle, options));
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};
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@ -60,6 +67,13 @@ var Bodies = {};
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vertices: Vertices.fromPath('L 0 0 L ' + x1 + ' ' + (-height) + ' L ' + x2 + ' ' + (-height) + ' L ' + x3 + ' 0')
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};
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if (options.chamfer) {
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var chamfer = options.chamfer;
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trapezoid.vertices = Vertices.chamfer(trapezoid.vertices, chamfer.radius,
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chamfer.quality, chamfer.qualityMin, chamfer.qualityMax);
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delete options.chamfer;
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}
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return Body.create(Common.extend({}, trapezoid, options));
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};
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@ -126,6 +140,13 @@ var Bodies = {};
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vertices: Vertices.fromPath(path)
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};
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if (options.chamfer) {
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var chamfer = options.chamfer;
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polygon.vertices = Vertices.chamfer(polygon.vertices, chamfer.radius,
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chamfer.quality, chamfer.qualityMin, chamfer.qualityMax);
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delete options.chamfer;
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}
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return Body.create(Common.extend({}, polygon, options));
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};
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@ -204,4 +204,78 @@ var Vertices = {};
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return vertices;
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};
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/**
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* Chamfers a set of vertices by giving them rounded corners, returns a new set of vertices.
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* The radius parameter is a single number or an array to specify the radius for each vertex.
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* @method chamfer
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* @param {vertices} vertices
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* @param {number[]} radius
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* @param {number} quality
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* @param {number} qualityMin
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* @param {number} qualityMax
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*/
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Vertices.chamfer = function(vertices, radius, quality, qualityMin, qualityMax) {
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radius = radius || [8];
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if (!radius.length)
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radius = [radius];
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// quality defaults to -1, which is auto
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quality = (typeof quality !== 'undefined') ? quality : -1;
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qualityMin = qualityMin || 2;
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qualityMax = qualityMax || 14;
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var centre = Vertices.centre(vertices),
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newVertices = [];
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for (var i = 0; i < vertices.length; i++) {
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var prevVertex = vertices[i - 1 >= 0 ? i - 1 : vertices.length - 1],
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vertex = vertices[i],
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nextVertex = vertices[(i + 1) % vertices.length],
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currentRadius = radius[i < radius.length ? i : radius.length - 1];
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if (currentRadius === 0) {
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newVertices.push(vertex);
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continue;
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}
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var prevNormal = Vector.normalise({
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x: vertex.y - prevVertex.y,
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y: prevVertex.x - vertex.x
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});
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var nextNormal = Vector.normalise({
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x: nextVertex.y - vertex.y,
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y: vertex.x - nextVertex.x
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});
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var diagonalRadius = Math.sqrt(2 * Math.pow(currentRadius, 2)),
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radiusVector = Vector.mult(Common.clone(prevNormal), currentRadius),
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midNormal = Vector.normalise(Vector.mult(Vector.add(prevNormal, nextNormal), 0.5)),
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scaledVertex = Vector.sub(vertex, Vector.mult(midNormal, diagonalRadius));
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var precision = quality;
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if (quality === -1) {
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// automatically decide precision
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precision = Math.pow(currentRadius, 0.32) * 1.75;
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}
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precision = Common.clamp(precision, qualityMin, qualityMax);
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// use an even value for precision, more likely to reduce axes by using symmetry
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if (precision % 2 === 1)
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precision += 1;
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var alpha = Math.acos(Vector.dot(prevNormal, nextNormal)),
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theta = alpha / precision;
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for (var j = 0; j < precision; j++) {
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newVertices.push(Vector.add(Vector.rotate(radiusVector, theta * j), scaledVertex));
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}
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}
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return newVertices;
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};
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})();
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