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 */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
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: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
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 */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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
31#ifndef TRIANGULATE_H
32#define TRIANGULATE_H
33
34#include "core/math/vector2.h"
35#include "core/templates/vector.h"
36
37/*
38https://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
39*/
40
41class Triangulate {
42public:
43 // triangulate a contour/polygon, places results in STL vector
44 // as series of triangles.
45 static bool triangulate(const Vector<Vector2> &contour, Vector<int> &result);
46
47 // compute area of a contour/polygon
48 static real_t get_area(const Vector<Vector2> &contour);
49
50 // decide if point Px/Py is inside triangle defined by
51 // (Ax,Ay) (Bx,By) (Cx,Cy)
52 static bool is_inside_triangle(real_t Ax, real_t Ay,
53 real_t Bx, real_t By,
54 real_t Cx, real_t Cy,
55 real_t Px, real_t Py,
56 bool include_edges);
57
58private:
59 static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed);
60};
61
62#endif // TRIANGULATE_H
63