mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 05:33:11 +00:00
b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
62 lines
3.0 KiB
C++
62 lines
3.0 KiB
C++
/*************************************************************************/
|
|
/* triangulate.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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 "core/math/vector2.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<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
|