Clean/fix triangulation internals
Drop unused variable Remove commented-out code Fix leak by using Vector instead of raw memory
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90519b295c
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@ -71,7 +71,7 @@ bool Triangulate::is_inside_triangle(float Ax, float Ay,
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return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
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};
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bool Triangulate::snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,int *V)
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bool Triangulate::snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,const Vector<int>& V)
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{
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int p;
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float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
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@ -107,8 +107,8 @@ bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result
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if ( n < 3 ) return false;
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int *V = (int*)alloca(sizeof(int)*n);
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Vector<int> V;
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V.resize(n);
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/* we want a counter-clockwise polygon in V */
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@ -122,7 +122,7 @@ bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result
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/* remove nv-2 Vertices, creating 1 triangle every time */
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int count = 2*nv; /* error detection */
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for(int m=0, v=nv-1; nv>2; )
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for(int v=nv-1; nv>2; )
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{
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/* if we loop, it is probably a non-simple polygon */
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if (0 >= (count--))
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@ -144,18 +144,10 @@ bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result
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a = V[u]; b = V[v]; c = V[w];
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/* output Triangle */
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/*
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result.push_back( contour[a] );
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result.push_back( contour[b] );
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result.push_back( contour[c] );
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*/
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result.push_back( a );
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result.push_back( b );
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result.push_back( c );
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m++;
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/* remove v from remaining polygon */
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for(s=v,t=v+1;t<nv;s++,t++)
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V[s] = V[t];
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@ -56,7 +56,7 @@ public:
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private:
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static bool snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,int *V);
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static bool snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,const Vector<int>& V);
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};
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