triangulate.h 3.0 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
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  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  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 "core/math/vector2.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 real_t 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(real_t Ax, real_t Ay,
  46. real_t Bx, real_t By,
  47. real_t Cx, real_t Cy,
  48. real_t Px, real_t Py,
  49. bool include_edges);
  50. private:
  51. static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed);
  52. };
  53. #endif // TRIANGULATE_H