summaryrefslogtreecommitdiff
path: root/core/math/triangulate.cpp
diff options
context:
space:
mode:
authorRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /core/math/triangulate.cpp
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
Diffstat (limited to 'core/math/triangulate.cpp')
-rw-r--r--core/math/triangulate.cpp194
1 files changed, 99 insertions, 95 deletions
diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp
index 128b6ca331..8568a963ab 100644
--- a/core/math/triangulate.cpp
+++ b/core/math/triangulate.cpp
@@ -28,136 +28,140 @@
/*************************************************************************/
#include "triangulate.h"
-real_t Triangulate::get_area(const Vector<Vector2> &contour)
-{
+real_t Triangulate::get_area(const Vector<Vector2> &contour) {
- int n = contour.size();
- const Vector2 *c=&contour[0];
+ int n = contour.size();
+ const Vector2 *c = &contour[0];
- real_t A=0.0;
+ real_t A = 0.0;
- for(int p=n-1,q=0; q<n; p=q++)
- {
- A+= c[p].cross(c[q]);
- }
- return A*0.5;
+ for (int p = n - 1, q = 0; q < n; p = q++) {
+ A += c[p].cross(c[q]);
+ }
+ return A * 0.5;
}
- /*
+/*
is_inside_triangle decides if a point P is Inside of the triangle
defined by A, B, C.
*/
bool Triangulate::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)
+ real_t Bx, real_t By,
+ real_t Cx, real_t Cy,
+ real_t Px, real_t Py)
{
- real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
- real_t cCROSSap, bCROSScp, aCROSSbp;
-
- ax = Cx - Bx; ay = Cy - By;
- bx = Ax - Cx; by = Ay - Cy;
- cx = Bx - Ax; cy = By - Ay;
- apx= Px - Ax; apy= Py - Ay;
- bpx= Px - Bx; bpy= Py - By;
- cpx= Px - Cx; cpy= Py - Cy;
-
- aCROSSbp = ax*bpy - ay*bpx;
- cCROSSap = cx*apy - cy*apx;
- bCROSScp = bx*cpy - by*cpx;
-
- return ((aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0));
+ real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
+ real_t cCROSSap, bCROSScp, aCROSSbp;
+
+ ax = Cx - Bx;
+ ay = Cy - By;
+ bx = Ax - Cx;
+ by = Ay - Cy;
+ cx = Bx - Ax;
+ cy = By - Ay;
+ apx = Px - Ax;
+ apy = Py - Ay;
+ bpx = Px - Bx;
+ bpy = Py - By;
+ cpx = Px - Cx;
+ cpy = Py - Cy;
+
+ aCROSSbp = ax * bpy - ay * bpx;
+ cCROSSap = cx * apy - cy * apx;
+ bCROSScp = bx * cpy - by * cpx;
+
+ return ((aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0));
};
-bool Triangulate::snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,const Vector<int>& V)
-{
- int p;
- real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
- const Vector2 *contour=&p_contour[0];
+bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V) {
+ int p;
+ real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
+ const Vector2 *contour = &p_contour[0];
- Ax = contour[V[u]].x;
- Ay = contour[V[u]].y;
+ Ax = contour[V[u]].x;
+ Ay = contour[V[u]].y;
- Bx = contour[V[v]].x;
- By = contour[V[v]].y;
+ Bx = contour[V[v]].x;
+ By = contour[V[v]].y;
- Cx = contour[V[w]].x;
- Cy = contour[V[w]].y;
+ Cx = contour[V[w]].x;
+ Cy = contour[V[w]].y;
- if ( CMP_EPSILON > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))) ) return false;
+ if (CMP_EPSILON > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) return false;
- for (p=0;p<n;p++)
- {
- if( (p == u) || (p == v) || (p == w) ) continue;
- Px = contour[V[p]].x;
- Py = contour[V[p]].y;
- if (is_inside_triangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py)) return false;
- }
+ for (p = 0; p < n; p++) {
+ if ((p == u) || (p == v) || (p == w)) continue;
+ Px = contour[V[p]].x;
+ Py = contour[V[p]].y;
+ if (is_inside_triangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py)) return false;
+ }
- return true;
+ return true;
}
-bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result)
-{
- /* allocate and initialize list of Vertices in polygon */
-
- int n = contour.size();
- if ( n < 3 ) return false;
+bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) {
+ /* allocate and initialize list of Vertices in polygon */
+ int n = contour.size();
+ if (n < 3) return false;
- Vector<int> V;
- V.resize(n);
+ Vector<int> V;
+ V.resize(n);
- /* we want a counter-clockwise polygon in V */
+ /* we want a counter-clockwise polygon in V */
- if ( 0.0 < get_area(contour) )
- for (int v=0; v<n; v++) V[v] = v;
- else
- for(int v=0; v<n; v++) V[v] = (n-1)-v;
+ if (0.0 < get_area(contour))
+ for (int v = 0; v < n; v++)
+ V[v] = v;
+ else
+ for (int v = 0; v < n; v++)
+ V[v] = (n - 1) - v;
- int nv = n;
+ int nv = n;
- /* remove nv-2 Vertices, creating 1 triangle every time */
- int count = 2*nv; /* error detection */
+ /* remove nv-2 Vertices, creating 1 triangle every time */
+ int count = 2 * nv; /* error detection */
- for(int v=nv-1; nv>2; )
- {
- /* if we loop, it is probably a non-simple polygon */
- if (0 >= (count--))
- {
- //** Triangulate: ERROR - probable bad polygon!
- return false;
- }
+ for (int v = nv - 1; nv > 2;) {
+ /* if we loop, it is probably a non-simple polygon */
+ if (0 >= (count--)) {
+ //** Triangulate: ERROR - probable bad polygon!
+ return false;
+ }
- /* three consecutive vertices in current polygon, <u,v,w> */
- int u = v ; if (nv <= u) u = 0; /* previous */
- v = u+1; if (nv <= v) v = 0; /* new v */
- int w = v+1; if (nv <= w) w = 0; /* next */
+ /* three consecutive vertices in current polygon, <u,v,w> */
+ int u = v;
+ if (nv <= u) u = 0; /* previous */
+ v = u + 1;
+ if (nv <= v) v = 0; /* new v */
+ int w = v + 1;
+ if (nv <= w) w = 0; /* next */
- if ( snip(contour,u,v,w,nv,V) )
- {
- int a,b,c,s,t;
+ if (snip(contour, u, v, w, nv, V)) {
+ int a, b, c, s, t;
- /* true names of the vertices */
- a = V[u]; b = V[v]; c = V[w];
+ /* true names of the vertices */
+ a = V[u];
+ b = V[v];
+ c = V[w];
- /* output Triangle */
- result.push_back( a );
- result.push_back( b );
- result.push_back( c );
+ /* output Triangle */
+ result.push_back(a);
+ result.push_back(b);
+ result.push_back(c);
- /* remove v from remaining polygon */
- for(s=v,t=v+1;t<nv;s++,t++)
- V[s] = V[t];
+ /* remove v from remaining polygon */
+ for (s = v, t = v + 1; t < nv; s++, t++)
+ V[s] = V[t];
- nv--;
+ nv--;
- /* resest error detection counter */
- count = 2*nv;
- }
- }
+ /* resest error detection counter */
+ count = 2 * nv;
+ }
+ }
- return true;
+ return true;
}