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- /**************************************************************************/
- /* triangulate.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef TRIANGULATE_H
- #define TRIANGULATE_H
- #include "core/math/vector2.h"
- /*
- http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- */
- class Triangulate {
- public:
- // triangulate a contour/polygon, places results in STL vector
- // as series of triangles.
- static bool triangulate(const Vector<Vector2> &contour, Vector<int> &result);
- // compute area of a contour/polygon
- static real_t get_area(const Vector<Vector2> &contour);
- // decide if point Px/Py is inside triangle defined by
- // (Ax,Ay) (Bx,By) (Cx,Cy)
- static bool is_inside_triangle(real_t Ax, real_t Ay,
- real_t Bx, real_t By,
- real_t Cx, real_t Cy,
- real_t Px, real_t Py,
- bool include_edges);
- private:
- static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed);
- };
- #endif // TRIANGULATE_H
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