SpotShadow.cpp revision 7b4516e7ea552ad08d6e7277d311ef11bd8f12e8
17b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/*
27b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Copyright (C) 2014 The Android Open Source Project
37b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
47b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Licensed under the Apache License, Version 2.0 (the "License");
57b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * you may not use this file except in compliance with the License.
67b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * You may obtain a copy of the License at
77b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
87b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *      http://www.apache.org/licenses/LICENSE-2.0
97b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Unless required by applicable law or agreed to in writing, software
117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * distributed under the License is distributed on an "AS IS" BASIS,
127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * See the License for the specific language governing permissions and
147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * limitations under the License.
157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#define LOG_TAG "OpenGLRenderer"
187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#define SHADOW_SHRINK_SCALE 0.1f
207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include <math.h>
227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include <utils/Log.h>
237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include "SpotShadow.h"
257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include "Vertex.h"
267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuinamespace android {
287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuinamespace uirenderer {
297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Calculate the intersection of a ray with a polygon.
327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * It assumes the ray originates inside the polygon.
337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly The polygon, which is represented in a Vector2 array.
357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polyLength The length of caster's polygon in terms of number of
367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *                   vertices.
377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param point the start of the ray
387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param dx the x vector of the ray
397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param dy the y vector of the ray
407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return the distance along the ray if it intersects with the polygon FP_NAN if otherwise
417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuifloat SpotShadow::rayIntersectPoly(const Vector2* poly, int polyLength,
437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector2& point, float dx, float dy) {
447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double px = point.x;
457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double py = point.y;
467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int p1 = polyLength - 1;
477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int p2 = 0; p2 < polyLength; p2++) {
487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p1x = poly[p1].x;
497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p1y = poly[p1].y;
507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p2x = poly[p2].x;
517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p2y = poly[p2].y;
527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // The math below is derived from solving this formula, basically the
537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // intersection point should stay on both the ray and the edge of (p1, p2).
547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // solve([p1x+t*(p2x-p1x)=dx*t2+px,p1y+t*(p2y-p1y)=dy*t2+py],[t,t2]);
557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double div = (dx * (p1y - p2y) + dy * p2x - dy * p1x);
567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (div != 0) {
577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            double t = (dx * (p1y - py) + dy * px - dy * p1x) / (div);
587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            if (t >= 0 && t <= 1) {
597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                double t2 = (p1x * (py - p2y) + p2x * (p1y - py) +
607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                        px * (p2y - p1y)) / div;
617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                if (t2 > 0) {
627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    return (float)t2;
637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                }
647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        p1 = p2;
677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return FP_NAN;
697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Calculate the centroid of a 2d polygon.
737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly The polygon, which is represented in a Vector2 array.
757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polyLength The length of the polygon in terms of number of vertices.
767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return the centroid of the polygon.
777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiVector2 SpotShadow::centroid2d(const Vector2* poly, int polyLength) {
797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double sumx = 0;
807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double sumy = 0;
817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int p1 = polyLength - 1;
827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double area = 0;
837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int p2 = 0; p2 < polyLength; p2++) {
847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double x1 = poly[p1].x;
857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double y1 = poly[p1].y;
867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double x2 = poly[p2].x;
877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double y2 = poly[p2].y;
887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double a = (x1 * y2 - x2 * y1);
897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        sumx += (x1 + x2) * a;
907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        sumy += (y1 + y2) * a;
917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        area += a;
927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        p1 = p2;
937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double centroidx = sumx / (3 * area);
967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double centroidy = sumy / (3 * area);
977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return Vector2((float)centroidx, (float)centroidy);
987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
1017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points by their X coordinates
1027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
1037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points the points as a Vector2 array.
1047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param pointsLength the number of vertices of the polygon.
1057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
1067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::xsort(Vector2* points, int pointsLength) {
1077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    quicksortX(points, 0, pointsLength - 1);
1087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
1097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
1117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * compute the convex hull of a collection of Points
1127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
1137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points the points as a Vector2 array.
1147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param pointsLength the number of vertices of the polygon.
1157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param retPoly pre allocated array of floats to put the vertices
1167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return the number of points in the polygon 0 if no intersection
1177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
1187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiint SpotShadow::hull(Vector2* points, int pointsLength, Vector2* retPoly) {
1197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    xsort(points, pointsLength);
1207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int n = pointsLength;
1217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 lUpper[n];
1227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lUpper[0] = points[0];
1237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lUpper[1] = points[1];
1247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int lUpperSize = 2;
1267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 2; i < n; i++) {
1287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lUpper[lUpperSize] = points[i];
1297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lUpperSize++;
1307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (lUpperSize > 2 && !rightTurn(
1327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                (double)lUpper[lUpperSize - 3].x, (double)lUpper[lUpperSize - 3].y,
1337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                (double)lUpper[lUpperSize - 2].x, (double)lUpper[lUpperSize - 2].y,
1347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                (double)lUpper[lUpperSize - 1].x, (double)lUpper[lUpperSize - 1].y)) {
1357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            // Remove the middle point of the three last
1367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lUpper[lUpperSize - 2].x = lUpper[lUpperSize - 1].x;
1377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lUpper[lUpperSize - 2].y = lUpper[lUpperSize - 1].y;
1387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lUpperSize--;
1397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
1407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 lLower[n];
1437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lLower[0] = points[n - 1];
1447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lLower[1] = points[n - 2];
1457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int lLowerSize = 2;
1477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = n - 3; i >= 0; i--) {
1497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lLower[lLowerSize] = points[i];
1507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lLowerSize++;
1517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (lLowerSize > 2 && !rightTurn(
1537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                (double)lLower[lLowerSize - 3].x, (double)lLower[lLowerSize - 3].y,
1547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                (double)lLower[lLowerSize - 2].x, (double)lLower[lLowerSize - 2].y,
1557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                (double)lLower[lLowerSize - 1].x, (double)lLower[lLowerSize - 1].y)) {
1567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            // Remove the middle point of the three last
1577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lLower[lLowerSize - 2] = lLower[lLowerSize - 1];
1587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lLowerSize--;
1597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
1607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int count = 0;
1627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < lUpperSize; i++) {
1647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        retPoly[count] = lUpper[i];
1657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        count++;
1667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 1; i < lLowerSize - 1; i++) {
1697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        retPoly[count] = lLower[i];
1707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        count++;
1717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // TODO: Add test harness which verify that all the points are inside the hull.
1737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return count;
1747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
1757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
1777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Test whether the 3 points form a right hand turn
1787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
1797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param ax the x coordinate of point a
1807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param ay the y coordinate of point a
1817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param bx the x coordinate of point b
1827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param by the y coordinate of point b
1837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param cx the x coordinate of point c
1847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param cy the y coordinate of point c
1857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if a right hand turn
1867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
1877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuibool SpotShadow::rightTurn(double ax, double ay, double bx, double by,
1887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double cx, double cy) {
1897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
1907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
1917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
1937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Calculates the intersection of poly1 with poly2 and put in poly2.
1947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
1957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
1967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly1 The 1st polygon, as a Vector2 array.
1977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly1Length The number of vertices of 1st polygon.
1987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly2 The 2nd and output polygon, as a Vector2 array.
1997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly2Length The number of vertices of 2nd polygon.
2007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return number of vertices in output polygon as poly2.
2017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
2027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiint SpotShadow::intersection(Vector2* poly1, int poly1Length,
2037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        Vector2* poly2, int poly2Length) {
2047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    makeClockwise(poly1, poly1Length);
2057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    makeClockwise(poly2, poly2Length);
2067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 poly[poly1Length * poly2Length + 2];
2077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int count = 0;
2087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int pcount = 0;
2097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If one vertex from one polygon sits inside another polygon, add it and
2117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // count them.
2127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < poly1Length; i++) {
2137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (testPointInsidePolygon(poly1[i], poly2, poly2Length)) {
2147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            poly[count] = poly1[i];
2157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            count++;
2167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            pcount++;
2177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
2197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int insidePoly2 = pcount;
2227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < poly2Length; i++) {
2237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (testPointInsidePolygon(poly2[i], poly1, poly1Length)) {
2247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            poly[count] = poly2[i];
2257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            count++;
2267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
2277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int insidePoly1 = count - insidePoly2;
2307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If all vertices from poly1 are inside poly2, then just return poly1.
2317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (insidePoly2 == poly1Length) {
2327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        memcpy(poly2, poly1, poly1Length * sizeof(Vector2));
2337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return poly1Length;
2347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If all vertices from poly2 are inside poly1, then just return poly2.
2377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (insidePoly1 == poly2Length) {
2387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return poly2Length;
2397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Since neither polygon fully contain the other one, we need to add all the
2427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // intersection points.
2437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 intersection;
2447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < poly2Length; i++) {
2457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int j = 0; j < poly1Length; j++) {
2467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly2LineStart = i;
2477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly2LineEnd = ((i + 1) % poly2Length);
2487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly1LineStart = j;
2497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly1LineEnd = ((j + 1) % poly1Length);
2507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            bool found = lineIntersection(
2517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly2[poly2LineStart].x, poly2[poly2LineStart].y,
2527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly2[poly2LineEnd].x, poly2[poly2LineEnd].y,
2537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly1[poly1LineStart].x, poly1[poly1LineStart].y,
2547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly1[poly1LineEnd].x, poly1[poly1LineEnd].y,
2557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    intersection);
2567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            if (found) {
2577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                poly[count].x = intersection.x;
2587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                poly[count].y = intersection.y;
2597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                count++;
2607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            } else {
2617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                Vector2 delta = poly2[i] - poly1[j];
2627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                if (delta.lengthSquared() < 0.01) {
2637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly[count] = poly2[i];
2647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    count++;
2657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                }
2667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
2677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
2687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (count == 0) {
2717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return 0;
2727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Sort the result polygon around the center.
2757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 center(0.0f, 0.0f);
2767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < count; i++) {
2777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        center += poly[i];
2787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    center /= count;
2807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    sort(poly, count, center);
2817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // TODO: Verify the intersection works correctly, like any random point
2837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // inside both poly1 and poly2 should be inside the intersection, and the
2847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // result intersection polygon is convex.
2857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Merge the vertices if they are too close.
2877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    poly2[0] = poly[0];
2887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int resultLength = 1;
2897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 1; i < count; i++) {
2907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        Vector2 delta = poly[i] - poly[i - 1];
2917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (delta.lengthSquared() >= 0.01) {
2927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            poly2[resultLength] = poly[i];
2937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            resultLength++;
2947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
2957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return resultLength;
2987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
2997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points about a center point
3027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
3037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly The in and out polyogon as a Vector2 array.
3047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polyLength The number of vertices of the polygon.
3057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param center the center ctr[0] = x , ctr[1] = y to sort around.
3067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) {
3087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    quicksortCirc(poly, 0, polyLength - 1, center);
3097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Calculate the angle between and x and a y coordinate
3137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuifloat SpotShadow::angle(const Vector2& point, const Vector2& center) {
3157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return -(float)atan2(point.x - center.x, point.y - center.y);
3167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Swap points pointed to by i and j
3207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::swap(Vector2* points, int i, int j) {
3227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 temp = points[i];
3237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    points[i] = points[j];
3247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    points[j] = temp;
3257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * quick sort implementation about the center.
3297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::quicksortCirc(Vector2* points, int low, int high,
3317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector2& center) {
3327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int i = low, j = high;
3337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int p = low + (high - low) / 2;
3347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float pivot = angle(points[p], center);
3357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    while (i <= j) {
3367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (angle(points[i], center) < pivot) {
3377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (angle(points[j], center) > pivot) {
3407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (i <= j) {
3447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            swap(points, i, j);
3457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
3497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (low < j) quicksortCirc(points, low, j, center);
3507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (i < high) quicksortCirc(points, i, high, center);
3517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points by x axis
3557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
3567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points points to sort
3577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param low start index
3587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param high end index
3597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::quicksortX(Vector2* points, int low, int high) {
3617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int i = low, j = high;
3627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int p = low + (high - low) / 2;
3637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float pivot = points[p].x;
3647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    while (i <= j) {
3657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (points[i].x < pivot) {
3667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (points[j].x > pivot) {
3697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (i <= j) {
3737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            swap(points, i, j);
3747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
3787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (low < j) quicksortX(points, low, j);
3797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (i < high) quicksortX(points, i, high);
3807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Test whether a point is inside the polygon.
3847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
3857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param testPoint the point to test
3867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly the polygon
3877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if the testPoint is inside the poly.
3887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuibool SpotShadow::testPointInsidePolygon(const Vector2 testPoint,
3907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector2* poly, int len) {
3917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    bool c = false;
3927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double testx = testPoint.x;
3937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double testy = testPoint.y;
3947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0, j = len - 1; i < len; j = i++) {
3957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double startX = poly[j].x;
3967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double startY = poly[j].y;
3977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double endX = poly[i].x;
3987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double endY = poly[i].y;
3997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (((endY > testy) != (startY > testy)) &&
4017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            (testx < (startX - endX) * (testy - endY)
4027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui             / (startY - endY) + endX)) {
4037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            c = !c;
4047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
4057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return c;
4077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Make the polygon turn clockwise.
4117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array.
4137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon
4147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
4157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::makeClockwise(Vector2* polygon, int len) {
4167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (polygon == 0  || len == 0) {
4177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return;
4187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (!isClockwise(polygon, len)) {
4207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        reverse(polygon, len);
4217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Test whether the polygon is order in clockwise.
4267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array
4287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon
4297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
4307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuibool SpotShadow::isClockwise(Vector2* polygon, int len) {
4317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double sum = 0;
4327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double p1x = polygon[len - 1].x;
4337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double p1y = polygon[len - 1].y;
4347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < len; i++) {
4357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p2x = polygon[i].x;
4377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p2y = polygon[i].y;
4387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        sum += p1x * p2y - p2x * p1y;
4397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        p1x = p2x;
4407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        p1y = p2y;
4417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return sum < 0;
4437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Reverse the polygon
4477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array
4497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon
4507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
4517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::reverse(Vector2* polygon, int len) {
4527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int n = len / 2;
4537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < n; i++) {
4547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        Vector2 tmp = polygon[i];
4557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int k = len - 1 - i;
4567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        polygon[i] = polygon[k];
4577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        polygon[k] = tmp;
4587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Intersects two lines in parametric form. This function is called in a tight
4637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * loop, and we need double precision to get things right.
4647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x1 the x coordinate point 1 of line 1
4667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y1 the y coordinate point 1 of line 1
4677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x2 the x coordinate point 2 of line 1
4687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y2 the y coordinate point 2 of line 1
4697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x3 the x coordinate point 1 of line 2
4707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y3 the y coordinate point 1 of line 2
4717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x4 the x coordinate point 2 of line 2
4727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y4 the y coordinate point 2 of line 2
4737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param ret the x,y location of the intersection
4747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if it found an intersection
4757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
4767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiinline bool SpotShadow::lineIntersection(double x1, double y1, double x2, double y2,
4777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double x3, double y3, double x4, double y4, Vector2& ret) {
4787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
4797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (d == 0.0) return false;
4807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double dx = (x1 * y2 - y1 * x2);
4827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double dy = (x3 * y4 - y3 * x4);
4837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double x = (dx * (x3 - x4) - (x1 - x2) * dy) / d;
4847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double y = (dx * (y3 - y4) - (y1 - y2) * dy) / d;
4857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // The intersection should be in the middle of the point 1 and point 2,
4877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // likewise point 3 and point 4.
4887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (((x - x1) * (x - x2) > EPSILON)
4897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        || ((x - x3) * (x - x4) > EPSILON)
4907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        || ((y - y1) * (y - y2) > EPSILON)
4917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        || ((y - y3) * (y - y4) > EPSILON)) {
4927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Not interesected
4937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return false;
4947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    ret.x = x;
4967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    ret.y = y;
4977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return true;
4987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
5007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
5027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Compute a horizontal circular polygon about point (x , y , height) of radius
5037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * (size)
5047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
5057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points number of the points of the output polygon.
5067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param lightCenter the center of the light.
5077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param size the light size.
5087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param ret result polygon.
5097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
5107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter,
5117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float size, Vector3* ret) {
5127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // TODO: Caching all the sin / cos values and store them in a look up table.
5137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < points; i++) {
5147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double angle = 2 * i * M_PI / points;
5157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        ret[i].x = sinf(angle) * size + lightCenter.x;
5167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        ret[i].y = cosf(angle) * size + lightCenter.y;
5177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        ret[i].z = lightCenter.z;
5187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
5197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
5207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
5227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* Generate the shadow from a spot light.
5237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*
5247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param poly x,y,z vertexes of a convex polygon that occludes the light source
5257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param polyLength number of vertexes of the occluding polygon
5267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param lightCenter the center of the light
5277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param lightSize the radius of the light source
5287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param lightVertexCount the vertex counter for the light polygon
5297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param rays the number of vertexes to create along the edges of the shadow
5307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param layers the number of layers of triangles strips to create
5317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param strength the "darkness" of the shadow
5327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
5337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*                            empty strip if error.
5347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*
5357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*/
5367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::createSpotShadow(const Vector3* poly, int polyLength,
5377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector3& lightCenter, float lightSize, int lightVertexCount,
5387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int rays, int layers, float strength, VertexBuffer& retStrips) {
5397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector3 light[lightVertexCount * 3];
5407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    computeLightPolygon(lightVertexCount, lightCenter, lightSize, light);
5417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    computeSpotShadow(light, lightVertexCount, lightCenter,
5427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            poly, polyLength, rays, layers, strength, retStrips);
5437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
5447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
5467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Generate the shadow spot light of shape lightPoly and a object poly
5477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
5487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param lightPoly x,y,z vertex of a convex polygon that is the light source
5497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param lightPolyLength number of vertexes of the light source polygon
5507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly x,y,z vertexes of a convex polygon that occludes the light source
5517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polyLength number of vertexes of the occluding polygon
5527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param rays the number of vertexes to create along the edges of the shadow
5537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param layers the number of layers of triangles strips to create
5547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param strength the "darkness" of the shadow
5557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
5567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *                            empty strip if error.
5577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
5587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::computeSpotShadow(const Vector3* lightPoly, int lightPolyLength,
5597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector3& lightCenter, const Vector3* poly, int polyLength,
5607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int rays, int layers, float strength, VertexBuffer& shadowTriangleStrip) {
5617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Point clouds for all the shadowed vertices
5627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 shadowRegion[lightPolyLength * polyLength];
5637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Shadow polygon from one point light.
5647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 outline[polyLength];
5657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 umbraMem[polyLength * lightPolyLength];
5667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2* umbra = umbraMem;
5677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int umbraLength = 0;
5697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Validate input, receiver is always at z = 0 plane.
5717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    bool inputPolyPositionValid = true;
5727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < polyLength; i++) {
5737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (poly[i].z <= 0.00001) {
5747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            inputPolyPositionValid = false;
5757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            ALOGE("polygon below the surface");
5767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            break;
5777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
5787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (poly[i].z >= lightPoly[0].z) {
5797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            inputPolyPositionValid = false;
5807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            ALOGE("polygon above the light");
5817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            break;
5827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
5837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
5847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If the caster's position is invalid, don't draw anything.
5867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (!inputPolyPositionValid) {
5877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return;
5887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
5897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Calculate the umbra polygon based on intersections of all outlines
5917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int k = 0;
5927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int j = 0; j < lightPolyLength; j++) {
5937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int m = 0;
5947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < polyLength; i++) {
5957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float t = lightPoly[j].z - poly[i].z;
5967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            if (t == 0) {
5977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                return;
5987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
5997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            t = lightPoly[j].z / t;
6007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float x = lightPoly[j].x - t * (lightPoly[j].x - poly[i].x);
6017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float y = lightPoly[j].y - t * (lightPoly[j].y - poly[i].y);
6027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            Vector2 newPoint = Vector2(x, y);
6047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            shadowRegion[k] = newPoint;
6057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            outline[m] = newPoint;
6067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            k++;
6087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            m++;
6097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
6107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // For the first light polygon's vertex, use the outline as the umbra.
6127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Later on, use the intersection of the outline and existing umbra.
6137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (umbraLength == 0) {
6147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            for (int i = 0; i < polyLength; i++) {
6157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                umbra[i] = outline[i];
6167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
6177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            umbraLength = polyLength;
6187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        } else {
6197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int col = ((j * 255) / lightPolyLength);
6207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            umbraLength = intersection(outline, polyLength, umbra, umbraLength);
6217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            if (umbraLength == 0) {
6227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                break;
6237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
6247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
6257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
6267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Generate the penumbra area using the hull of all shadow regions.
6287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int shadowRegionLength = k;
6297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 penumbra[k];
6307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int penumbraLength = hull(shadowRegion, shadowRegionLength, penumbra);
6317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // no real umbra make a fake one
6337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (umbraLength < 3) {
6347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // The shadow from the centroid of the light polygon.
6357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        Vector2 centShadow[polyLength];
6367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < polyLength; i++) {
6387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float t = lightCenter.z - poly[i].z;
6397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            if (t == 0) {
6407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                return;
6417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
6427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            t = lightCenter.z / t;
6437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float x = lightCenter.x - t * (lightCenter.x - poly[i].x);
6447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float y = lightCenter.y - t * (lightCenter.y - poly[i].y);
6457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            centShadow[i].x = x;
6477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            centShadow[i].y = y;
6487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
6497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Shrink the centroid's shadow by 10%.
6517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // TODO: Study the magic number of 10%.
6527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        Vector2 shadowCentroid = centroid2d(centShadow, polyLength);
6537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < polyLength; i++) {
6547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            centShadow[i] = shadowCentroid * (1.0f - SHADOW_SHRINK_SCALE) +
6557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    centShadow[i] * SHADOW_SHRINK_SCALE;
6567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
6577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#if DEBUG_SHADOW
6587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        ALOGD("No real umbra make a fake one, centroid2d =  %f , %f",
6597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                shadowCentroid.x, shadowCentroid.y);
6607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#endif
6617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Set the fake umbra, whose size is the same as the original polygon.
6627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        umbra = centShadow;
6637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        umbraLength = polyLength;
6647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
6657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    generateTriangleStrip(penumbra, penumbraLength, umbra, umbraLength,
6677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            rays, layers, strength, shadowTriangleStrip);
6687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
6697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
6717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Generate a triangle strip given two convex polygons
6727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
6737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param penumbra The outer polygon x,y vertexes
6747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param penumbraLength The number of vertexes in the outer polygon
6757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param umbra The inner outer polygon x,y vertexes
6767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param umbraLength The number of vertexes in the inner polygon
6777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param rays The number of points along the polygons to create
6787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param layers The number of layers of triangle strips between the umbra and penumbra
6797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param strength The max alpha of the umbra
6807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
6817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *                            empty strip if error.
6827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui**/
6837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::generateTriangleStrip(const Vector2* penumbra, int penumbraLength,
6847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector2* umbra, int umbraLength, int rays, int layers,
6857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float strength, VertexBuffer& shadowTriangleStrip) {
6867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int rings = layers + 1;
6887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int size = rays * rings;
6897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float step = M_PI * 2 / rays;
6917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Centroid of the umbra.
6927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 centroid = centroid2d(umbra, umbraLength);
6937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#if DEBUG_SHADOW
6947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    ALOGD("centroid2d =  %f , %f", centroid.x, centroid.y);
6957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#endif
6967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Intersection to the penumbra.
6977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float penumbraDistPerRay[rays];
6987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Intersection to the umbra.
6997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float umbraDistPerRay[rays];
7007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < rays; i++) {
7027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // TODO: Setup a lookup table for all the sin/cos.
7037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float dx = sinf(step * i);
7047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float dy = cosf(step * i);
7057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        umbraDistPerRay[i] = rayIntersectPoly(umbra, umbraLength, centroid,
7067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                dx, dy);
7077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (isnan(umbraDistPerRay[i])) {
7087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            ALOGE("rayIntersectPoly returns NAN");
7097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            return;
7107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
7117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        penumbraDistPerRay[i] = rayIntersectPoly(penumbra, penumbraLength,
7127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                centroid, dx, dy);
7137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (isnan(umbraDistPerRay[i])) {
7147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            ALOGE("rayIntersectPoly returns NAN");
7157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            return;
7167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
7177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
7187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int stripSize = getStripSize(rays, layers);
7207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    AlphaVertex* shadowVertices = shadowTriangleStrip.alloc<AlphaVertex>(stripSize);
7217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int currentIndex = 0;
7227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Calculate the vertex values in the penumbra area.
7237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int r = 0; r < layers; r++) {
7247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int firstInEachLayer = currentIndex;
7257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < rays; i++) {
7267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float dx = sinf(step * i);
7277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float dy = cosf(step * i);
7287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            for (int j = r; j < (r + 2); j++) {
7307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                float layerRatio = j / (float)(rings - 1);
7317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                float deltaDist = layerRatio * (umbraDistPerRay[i] - penumbraDistPerRay[i]);
7327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                float currentDist = penumbraDistPerRay[i] + deltaDist;
7337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                float op = calculateOpacity(layerRatio, deltaDist);
7347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                AlphaVertex::set(&shadowVertices[currentIndex],
7357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                        dx * currentDist + centroid.x,
7367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                        dy * currentDist + centroid.y,
7377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                        layerRatio * op * strength);
7387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                currentIndex++;
7397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
7407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
7417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Duplicate the vertices from one layer to another one to make triangle
7437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // strip.
7447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        shadowVertices[currentIndex++] = shadowVertices[firstInEachLayer];
7457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        firstInEachLayer++;
7467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        shadowVertices[currentIndex++] = shadowVertices[firstInEachLayer];
7477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
7487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int lastInPenumbra = currentIndex - 1;
7507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    shadowVertices[currentIndex++] = shadowVertices[lastInPenumbra];
7517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Preallocate the vertices (index as [firstInUmbra - 1]) for jumping from
7537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // the penumbra to umbra.
7547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    currentIndex++;
7557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int firstInUmbra = currentIndex;
7567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // traverse the umbra area in a zig zag pattern for strips.
7587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int k = 0; k < rays; k++) {
7597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int i = k / 2;
7607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if ((k & 1) == 1) {
7617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i = rays - i - 1;
7627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
7637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float dx = sinf(step * i);
7647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float dy = cosf(step * i);
7657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float ratio = 1.0;
7677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float deltaDist = ratio * (umbraDistPerRay[i] - penumbraDistPerRay[i]);
7687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float currentDist = penumbraDistPerRay[i] + deltaDist;
7697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float op = calculateOpacity(ratio, deltaDist);
7707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        AlphaVertex::set(&shadowVertices[currentIndex],
7717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                dx * currentDist + centroid.x, dy * currentDist + centroid.y,
7727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                ratio * op * strength);
7737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        currentIndex++;
7747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
7767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Back fill the one vertex for jumping from penumbra to umbra.
7787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    shadowVertices[firstInUmbra - 1] = shadowVertices[firstInUmbra];
7797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#if DEBUG_SHADOW
7817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < currentIndex; i++) {
7827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        ALOGD("shadow value: i %d, (x:%f, y:%f, a:%f)", i, shadowVertices[i].x,
7837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                shadowVertices[i].y, shadowVertices[i].alpha);
7847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
7857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#endif
7867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
7877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
7887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
7897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * This is only for experimental purpose.
7907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * After intersections are calculated, we could smooth the polygon if needed.
7917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * So far, we don't think it is more appealing yet.
7927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
7937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param level The level of smoothness.
7947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param rays The total number of rays.
7957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param rayDist (In and Out) The distance for each ray.
7967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
7977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
7987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::smoothPolygon(int level, int rays, float* rayDist) {
7997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int k = 0; k < level; k++) {
8007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < rays; i++) {
8017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float p1 = rayDist[(rays - 1 + i) % rays];
8027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float p2 = rayDist[i];
8037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float p3 = rayDist[(i + 1) % rays];
8047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            rayDist[i] = (p1 + p2 * 2 + p3) / 4;
8057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
8067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
8077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
8087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
8097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
8107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Calculate the opacity according to the distance and falloff ratio.
8117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
8127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param distRatio The distance ratio of current sample between umbra and
8137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *                  penumbra area.
8147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param deltaDist The distance between current sample to the penumbra area.
8157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return The opacity according to the distance between umbra and penumbra.
8167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
8177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuifloat SpotShadow::calculateOpacity(float distRatio, float deltaDist) {
8187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // TODO: Experiment on the opacity calculation.
8197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float falloffRatio = 1 + deltaDist * deltaDist;
8207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return (distRatio + 1 - 1 / falloffRatio) / 2;
8217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
8227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
8237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
8247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Calculate the number of vertex we will create given a number of rays and layers
8257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
8267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param rays number of points around the polygons you want
8277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param layers number of layers of triangle strips you need
8287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return number of vertex (multiply by 3 for number of floats)
8297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
8307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiint SpotShadow::getStripSize(int rays, int layers) {
8317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return  (2 + rays + ((layers) * 2 * (rays + 1)));
8327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
8337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
8347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}; // namespace uirenderer
8357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}; // namespace android
8367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
8377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
8387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
8397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
840