2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* triangulate.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef TRIANGULATE_H
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#define TRIANGULATE_H
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2018-09-11 16:13:45 +00:00
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#include "core/math/vector2.h"
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2022-02-04 14:35:14 +00:00
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#include "core/templates/vector.h"
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2014-02-10 01:10:30 +00:00
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/*
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2021-08-22 01:56:25 +00:00
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https://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
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2014-02-10 01:10:30 +00:00
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*/
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class Triangulate {
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public:
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// triangulate a contour/polygon, places results in STL vector
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// as series of triangles.
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static bool triangulate(const Vector<Vector2> &contour, Vector<int> &result);
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// compute area of a contour/polygon
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2017-01-14 20:35:39 +00:00
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static real_t get_area(const Vector<Vector2> &contour);
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2014-02-10 01:10:30 +00:00
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// decide if point Px/Py is inside triangle defined by
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// (Ax,Ay) (Bx,By) (Cx,Cy)
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2017-01-14 20:35:39 +00:00
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static bool is_inside_triangle(real_t Ax, real_t Ay,
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real_t Bx, real_t By,
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real_t Cx, real_t Cy,
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2018-03-01 03:46:56 +00:00
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real_t Px, real_t Py,
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bool include_edges);
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2014-02-10 01:10:30 +00:00
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private:
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2018-03-01 03:46:56 +00:00
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static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed);
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2014-02-10 01:10:30 +00:00
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};
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2020-03-25 10:10:34 +00:00
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#endif // TRIANGULATE_H
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