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+/*************************************************************************/
+/* triangulate.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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< Vector2 > &contour, Vector<int> &result);
+
+ // compute area of a contour/polygon
+ static float 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(float Ax, float Ay,
+ float Bx, float By,
+ float Cx, float Cy,
+ float Px, float Py);
+
+
+private:
+ static bool snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,int *V);
+
+};
+
+
+
+#endif