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								/**************************************************************************/
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								/*  triangulate.h                                                         */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								#pragma once
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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:
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									// 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,
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											real_t Cx, real_t Cy,
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											real_t Px, real_t Py,
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											bool include_edges);
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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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