godot/core/math/triangulate.h
Rémi Verschelde e223bad86d
Core: Move Vector2i to its own vector2i.h header
Also reduce interdependencies and clean up a bit.
2022-02-04 16:32:21 +01:00

62 lines
3 KiB
C++

/*************************************************************************/
/* triangulate.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef TRIANGULATE_H
#define TRIANGULATE_H
#include "core/math/vector2.h"
#include "core/templates/vector.h"
/*
https://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