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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  triangulate.h                                                        */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
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										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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,   */ | 
					
						
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							|  |  |  | /* 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,  */ | 
					
						
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							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | #ifndef TRIANGULATE_H
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							|  |  |  | #define TRIANGULATE_H
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										 |  |  | #include "core/math/vector2.h"
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										 |  |  | #include "core/templates/vector.h"
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							|  |  |  | /*
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										 |  |  | https://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
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										 |  |  | */ | 
					
						
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										 |  |  | class Triangulate { | 
					
						
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										 |  |  | public: | 
					
						
							|  |  |  | 	// triangulate a contour/polygon, places results in STL vector
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							|  |  |  | 	// as series of triangles.
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										 |  |  | 	static bool triangulate(const Vector<Vector2> &contour, Vector<int> &result); | 
					
						
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							|  |  |  | 	// compute area of a contour/polygon
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										 |  |  | 	static real_t get_area(const Vector<Vector2> &contour); | 
					
						
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 | 
					
						
							|  |  |  | 	// decide if point Px/Py is inside triangle defined by
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							|  |  |  | 	// (Ax,Ay) (Bx,By) (Cx,Cy)
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										 |  |  | 	static bool is_inside_triangle(real_t Ax, real_t Ay, | 
					
						
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										 |  |  | 			real_t Bx, real_t By, | 
					
						
							|  |  |  | 			real_t Cx, real_t Cy, | 
					
						
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										 |  |  | 			real_t Px, real_t Py, | 
					
						
							|  |  |  | 			bool include_edges); | 
					
						
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										 |  |  | 
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							|  |  |  | private: | 
					
						
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										 |  |  | 	static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed); | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | #endif // TRIANGULATE_H
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