/*************************************************************************/ /* triangulate.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 "math_2d.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 &contour, Vector &result); // compute area of a contour/polygon static real_t get_area(const Vector &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 &p_contour, int u, int v, int w, int n, const Vector &V, bool relaxed); }; #endif