triangulate.h 2.9 KB

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  1. /*************************************************************************/
  2. /* triangulate.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
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  19. /* The above copyright notice and this permission notice shall be */
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  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef TRIANGULATE_H
  31. #define TRIANGULATE_H
  32. #include "math_2d.h"
  33. /*
  34. http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  35. */
  36. class Triangulate {
  37. public:
  38. // triangulate a contour/polygon, places results in STL vector
  39. // as series of triangles.
  40. static bool triangulate(const Vector<Vector2> &contour, Vector<int> &result);
  41. // compute area of a contour/polygon
  42. static float get_area(const Vector<Vector2> &contour);
  43. // decide if point Px/Py is inside triangle defined by
  44. // (Ax,Ay) (Bx,By) (Cx,Cy)
  45. static bool is_inside_triangle(float Ax, float Ay,
  46. float Bx, float By,
  47. float Cx, float Cy,
  48. float Px, float Py);
  49. private:
  50. static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V);
  51. };
  52. #endif