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			1550 lines
		
	
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1550 lines
		
	
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//Copyright (C) 2011 by Ivan Fratric
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//
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//Permission is hereby granted, free of charge, to any person obtaining a copy
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//of this software and associated documentation files (the "Software"), to deal
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//in the Software without restriction, including without limitation the rights
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//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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//copies of the Software, and to permit persons to whom the Software is
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//furnished to do so, subject to the following conditions:
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//
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//The above copyright notice and this permission notice shall be included in
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//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, EXPRESS OR
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//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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//THE SOFTWARE.
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "triangulator.h"
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#define TRIANGULATOR_VERTEXTYPE_REGULAR 0
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#define TRIANGULATOR_VERTEXTYPE_START 1
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#define TRIANGULATOR_VERTEXTYPE_END 2
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#define TRIANGULATOR_VERTEXTYPE_SPLIT 3
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#define TRIANGULATOR_VERTEXTYPE_MERGE 4
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TriangulatorPoly::TriangulatorPoly() {
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	hole = false;
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	numpoints = 0;
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	points = NULL;
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}
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TriangulatorPoly::~TriangulatorPoly() {
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	if(points) delete [] points;
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}
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void TriangulatorPoly::Clear() {
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	if(points) delete [] points;
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	hole = false;
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	numpoints = 0;
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	points = NULL;
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}
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void TriangulatorPoly::Init(long numpoints) {
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	Clear();
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	this->numpoints = numpoints;
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	points = new Vector2[numpoints];
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}
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void TriangulatorPoly::Triangle(Vector2 &p1, Vector2 &p2, Vector2 &p3) {
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	Init(3);
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	points[0] = p1;
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	points[1] = p2;
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	points[2] = p3;
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}
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TriangulatorPoly::TriangulatorPoly(const TriangulatorPoly &src) {
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	hole = src.hole;
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	numpoints = src.numpoints;
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	points = new Vector2[numpoints];
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	memcpy(points, src.points, numpoints*sizeof(Vector2));
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}
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TriangulatorPoly& TriangulatorPoly::operator=(const TriangulatorPoly &src) {
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	Clear();
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	hole = src.hole;
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	numpoints = src.numpoints;
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	points = new Vector2[numpoints];
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	memcpy(points, src.points, numpoints*sizeof(Vector2));
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	return *this;
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}
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int TriangulatorPoly::GetOrientation() {
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	long i1,i2;
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	real_t area = 0;
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	for(i1=0; i1<numpoints; i1++) {
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		i2 = i1+1;
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		if(i2 == numpoints) i2 = 0;
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		area += points[i1].x * points[i2].y - points[i1].y * points[i2].x;
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	}
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	if(area>0) return TRIANGULATOR_CCW;
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	if(area<0) return TRIANGULATOR_CW;
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	return 0;
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}
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void TriangulatorPoly::SetOrientation(int orientation) {
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	int polyorientation = GetOrientation();
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	if(polyorientation&&(polyorientation!=orientation)) {
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		Invert();
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	}
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}
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void TriangulatorPoly::Invert() {
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	long i;
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	Vector2 *invpoints;
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	invpoints = new Vector2[numpoints];
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	for(i=0;i<numpoints;i++) {
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		invpoints[i] = points[numpoints-i-1];
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	}
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	delete [] points;
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	points = invpoints;
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}
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Vector2 TriangulatorPartition::Normalize(const Vector2 &p) {
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	Vector2 r;
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	real_t n = sqrt(p.x*p.x + p.y*p.y);
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	if(n!=0) {
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		r = p/n;
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	} else {
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		r.x = 0;
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		r.y = 0;
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	}
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	return r;
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}
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real_t TriangulatorPartition::Distance(const Vector2 &p1, const Vector2 &p2) {
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	real_t dx,dy;
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	dx = p2.x - p1.x;
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	dy = p2.y - p1.y;
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	return(sqrt(dx*dx + dy*dy));
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}
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//checks if two lines intersect
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int TriangulatorPartition::Intersects(Vector2 &p11, Vector2 &p12, Vector2 &p21, Vector2 &p22) {
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	if((p11.x == p21.x)&&(p11.y == p21.y)) return 0;
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	if((p11.x == p22.x)&&(p11.y == p22.y)) return 0;
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	if((p12.x == p21.x)&&(p12.y == p21.y)) return 0;
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	if((p12.x == p22.x)&&(p12.y == p22.y)) return 0;
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	Vector2 v1ort,v2ort,v;
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	real_t dot11,dot12,dot21,dot22;
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	v1ort.x = p12.y-p11.y;
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	v1ort.y = p11.x-p12.x;
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	v2ort.x = p22.y-p21.y;
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	v2ort.y = p21.x-p22.x;
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	v = p21-p11;
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	dot21 = v.x*v1ort.x + v.y*v1ort.y;
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	v = p22-p11;
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	dot22 = v.x*v1ort.x + v.y*v1ort.y;
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	v = p11-p21;
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	dot11 = v.x*v2ort.x + v.y*v2ort.y;
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	v = p12-p21;
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	dot12 = v.x*v2ort.x + v.y*v2ort.y;
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	if(dot11*dot12>0) return 0;
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	if(dot21*dot22>0) return 0;
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	return 1;
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}
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//removes holes from inpolys by merging them with non-holes
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int TriangulatorPartition::RemoveHoles(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *outpolys) {
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	List<TriangulatorPoly> polys;
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	List<TriangulatorPoly>::Element *holeiter,*polyiter,*iter,*iter2;
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	long i,i2,holepointindex,polypointindex;
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	Vector2 holepoint,polypoint,bestpolypoint;
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	Vector2 linep1,linep2;
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	Vector2 v1,v2;
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	TriangulatorPoly newpoly;
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	bool hasholes;
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	bool pointvisible;
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	bool pointfound;
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	//check for trivial case (no holes)
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	hasholes = false;
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	for(iter = inpolys->front(); iter; iter=iter->next()) {
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		if(iter->get().IsHole()) {
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			hasholes = true;
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			break;
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		}
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	}
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	if(!hasholes) {
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		for(iter = inpolys->front(); iter; iter=iter->next()) {
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			outpolys->push_back(iter->get());
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		}
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		return 1;
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	}
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	polys = *inpolys;
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	while(1) {
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		//find the hole point with the largest x
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		hasholes = false;
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		for(iter = polys.front(); iter; iter=iter->next()) {
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			if(!iter->get().IsHole()) continue;
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			if(!hasholes) {
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				hasholes = true;
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				holeiter = iter;
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				holepointindex = 0;
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			}
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			for(i=0; i < iter->get().GetNumPoints(); i++) {
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				if(iter->get().GetPoint(i).x > holeiter->get().GetPoint(holepointindex).x) {
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					holeiter = iter;
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					holepointindex = i;
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				}
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			}
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		}
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		if(!hasholes) break;
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		holepoint = holeiter->get().GetPoint(holepointindex);
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		pointfound = false;
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		for(iter = polys.front(); iter; iter=iter->next()) {
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			if(iter->get().IsHole()) continue;
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			for(i=0; i < iter->get().GetNumPoints(); i++) {
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				if(iter->get().GetPoint(i).x <= holepoint.x) continue;
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				if(!InCone(iter->get().GetPoint((i+iter->get().GetNumPoints()-1)%(iter->get().GetNumPoints())),
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					   iter->get().GetPoint(i),
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					   iter->get().GetPoint((i+1)%(iter->get().GetNumPoints())),
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					   holepoint))
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					continue;
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				polypoint = iter->get().GetPoint(i);
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				if(pointfound) {
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					v1 = Normalize(polypoint-holepoint);
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					v2 = Normalize(bestpolypoint-holepoint);
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					if(v2.x > v1.x) continue;
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				}
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				pointvisible = true;
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				for(iter2 = polys.front(); iter2; iter2=iter2->next()) {
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					if(iter2->get().IsHole()) continue;
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					for(i2=0; i2 < iter2->get().GetNumPoints(); i2++) {
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						linep1 = iter2->get().GetPoint(i2);
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						linep2 = iter2->get().GetPoint((i2+1)%(iter2->get().GetNumPoints()));
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						if(Intersects(holepoint,polypoint,linep1,linep2)) {
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							pointvisible = false;
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							break;
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						}
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					}
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					if(!pointvisible) break;
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				}
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				if(pointvisible) {
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					pointfound = true;
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					bestpolypoint = polypoint;
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					polyiter = iter;
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					polypointindex = i;
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				}
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			}
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		}
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		if(!pointfound) return 0;
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		newpoly.Init(holeiter->get().GetNumPoints() + polyiter->get().GetNumPoints() + 2);
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		i2 = 0;
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		for(i=0;i<=polypointindex;i++) {
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			newpoly[i2] = polyiter->get().GetPoint(i);
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			i2++;
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		}
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		for(i=0;i<=holeiter->get().GetNumPoints();i++) {
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			newpoly[i2] = holeiter->get().GetPoint((i+holepointindex)%holeiter->get().GetNumPoints());
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			i2++;
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		}
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		for(i=polypointindex;i<polyiter->get().GetNumPoints();i++) {
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			newpoly[i2] = polyiter->get().GetPoint(i);
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			i2++;
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		}
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		polys.erase(holeiter);
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		polys.erase(polyiter);
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		polys.push_back(newpoly);
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	}
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	for(iter = polys.front(); iter; iter=iter->next()) {
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		outpolys->push_back(iter->get());
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	}
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	return 1;
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}
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bool TriangulatorPartition::IsConvex(Vector2& p1, Vector2& p2, Vector2& p3) {
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	real_t tmp;
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	tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
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	if(tmp>0) return 1;
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	else return 0;
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}
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bool TriangulatorPartition::IsReflex(Vector2& p1, Vector2& p2, Vector2& p3) {
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	real_t tmp;
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	tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
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	if(tmp<0) return 1;
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	else return 0;
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}
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bool TriangulatorPartition::IsInside(Vector2& p1, Vector2& p2, Vector2& p3, Vector2 &p) {
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	if(IsConvex(p1,p,p2)) return false;
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	if(IsConvex(p2,p,p3)) return false;
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	if(IsConvex(p3,p,p1)) return false;
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	return true;
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}
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bool TriangulatorPartition::InCone(Vector2 &p1, Vector2 &p2, Vector2 &p3, Vector2 &p) {
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	bool convex;
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	convex = IsConvex(p1,p2,p3);
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	if(convex) {
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		if(!IsConvex(p1,p2,p)) return false;
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		if(!IsConvex(p2,p3,p)) return false;
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		return true;
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	} else {
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		if(IsConvex(p1,p2,p)) return true;
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		if(IsConvex(p2,p3,p)) return true;
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		return false;
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	}
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}
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bool TriangulatorPartition::InCone(PartitionVertex *v, Vector2 &p) {
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	Vector2 p1,p2,p3;
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	p1 = v->previous->p;
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	p2 = v->p;
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	p3 = v->next->p;
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	return InCone(p1,p2,p3,p);
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}
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void TriangulatorPartition::UpdateVertexReflexity(PartitionVertex *v) {
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	PartitionVertex *v1,*v3;
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	v1 = v->previous;
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	v3 = v->next;
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	v->isConvex = !IsReflex(v1->p,v->p,v3->p);
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}
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void TriangulatorPartition::UpdateVertex(PartitionVertex *v, PartitionVertex *vertices, long numvertices) {
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	long i;
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	PartitionVertex *v1,*v3;
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	Vector2 vec1,vec3;
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	v1 = v->previous;
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	v3 = v->next;
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	v->isConvex = IsConvex(v1->p,v->p,v3->p);
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	vec1 = Normalize(v1->p - v->p);
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	vec3 = Normalize(v3->p - v->p);
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	v->angle = vec1.x*vec3.x + vec1.y*vec3.y;
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	if(v->isConvex) {
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		v->isEar = true;
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		for(i=0;i<numvertices;i++) {
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			if((vertices[i].p.x==v->p.x)&&(vertices[i].p.y==v->p.y)) continue;
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			if((vertices[i].p.x==v1->p.x)&&(vertices[i].p.y==v1->p.y)) continue;
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			if((vertices[i].p.x==v3->p.x)&&(vertices[i].p.y==v3->p.y)) continue;
 | 
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			if(IsInside(v1->p,v->p,v3->p,vertices[i].p)) {
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				v->isEar = false;
 | 
						||
				break;
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						||
			}
 | 
						||
		}
 | 
						||
	} else {
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		v->isEar = false;
 | 
						||
	}
 | 
						||
}
 | 
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 | 
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//triangulation by ear removal
 | 
						||
int TriangulatorPartition::Triangulate_EC(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
 | 
						||
	long numvertices;
 | 
						||
	PartitionVertex *vertices;
 | 
						||
	PartitionVertex *ear;
 | 
						||
	TriangulatorPoly triangle;
 | 
						||
	long i,j;
 | 
						||
	bool earfound;
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						||
 | 
						||
	if(poly->GetNumPoints() < 3) return 0;
 | 
						||
	if(poly->GetNumPoints() == 3) {
 | 
						||
		triangles->push_back(*poly);
 | 
						||
		return 1;
 | 
						||
	}
 | 
						||
 | 
						||
	numvertices = poly->GetNumPoints();
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 | 
						||
	vertices = new PartitionVertex[numvertices];
 | 
						||
	for(i=0;i<numvertices;i++) {
 | 
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		vertices[i].isActive = true;
 | 
						||
		vertices[i].p = poly->GetPoint(i);
 | 
						||
		if(i==(numvertices-1)) vertices[i].next=&(vertices[0]);
 | 
						||
		else vertices[i].next=&(vertices[i+1]);
 | 
						||
		if(i==0) vertices[i].previous = &(vertices[numvertices-1]);
 | 
						||
		else vertices[i].previous = &(vertices[i-1]);
 | 
						||
	}
 | 
						||
	for(i=0;i<numvertices;i++) {
 | 
						||
		UpdateVertex(&vertices[i],vertices,numvertices);
 | 
						||
	}
 | 
						||
 | 
						||
	for(i=0;i<numvertices-3;i++) {
 | 
						||
		earfound = false;
 | 
						||
		//find the most extruded ear
 | 
						||
		for(j=0;j<numvertices;j++) {
 | 
						||
			if(!vertices[j].isActive) continue;
 | 
						||
			if(!vertices[j].isEar) continue;
 | 
						||
			if(!earfound) {
 | 
						||
				earfound = true;
 | 
						||
				ear = &(vertices[j]);
 | 
						||
			} else {
 | 
						||
				if(vertices[j].angle > ear->angle) {
 | 
						||
					ear = &(vertices[j]);
 | 
						||
				}
 | 
						||
			}
 | 
						||
		}
 | 
						||
		if(!earfound) {
 | 
						||
			delete [] vertices;
 | 
						||
			return 0;
 | 
						||
		}
 | 
						||
 | 
						||
		triangle.Triangle(ear->previous->p,ear->p,ear->next->p);
 | 
						||
		triangles->push_back(triangle);
 | 
						||
 | 
						||
		ear->isActive = false;
 | 
						||
		ear->previous->next = ear->next;
 | 
						||
		ear->next->previous = ear->previous;
 | 
						||
 | 
						||
		if(i==numvertices-4) break;
 | 
						||
 | 
						||
		UpdateVertex(ear->previous,vertices,numvertices);
 | 
						||
		UpdateVertex(ear->next,vertices,numvertices);
 | 
						||
	}
 | 
						||
	for(i=0;i<numvertices;i++) {
 | 
						||
		if(vertices[i].isActive) {
 | 
						||
			triangle.Triangle(vertices[i].previous->p,vertices[i].p,vertices[i].next->p);
 | 
						||
			triangles->push_back(triangle);
 | 
						||
			break;
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	delete [] vertices;
 | 
						||
 | 
						||
	return 1;
 | 
						||
}
 | 
						||
 | 
						||
int TriangulatorPartition::Triangulate_EC(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
 | 
						||
	List<TriangulatorPoly> outpolys;
 | 
						||
	List<TriangulatorPoly>::Element*iter;
 | 
						||
 | 
						||
	if(!RemoveHoles(inpolys,&outpolys)) return 0;
 | 
						||
	for(iter=outpolys.front();iter;iter=iter->next()) {
 | 
						||
		if(!Triangulate_EC(&(iter->get()),triangles)) return 0;
 | 
						||
	}
 | 
						||
	return 1;
 | 
						||
}
 | 
						||
 | 
						||
int TriangulatorPartition::ConvexPartition_HM(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
 | 
						||
	List<TriangulatorPoly> triangles;
 | 
						||
	List<TriangulatorPoly>::Element *iter1,*iter2;
 | 
						||
	TriangulatorPoly *poly1,*poly2;
 | 
						||
	TriangulatorPoly newpoly;
 | 
						||
	Vector2 d1,d2,p1,p2,p3;
 | 
						||
	long i11,i12,i21,i22,i13,i23,j,k;
 | 
						||
	bool isdiagonal;
 | 
						||
	long numreflex;
 | 
						||
 | 
						||
	//check if the poly is already convex
 | 
						||
	numreflex = 0;
 | 
						||
	for(i11=0;i11<poly->GetNumPoints();i11++) {
 | 
						||
		if(i11==0) i12 = poly->GetNumPoints()-1;
 | 
						||
		else i12=i11-1;
 | 
						||
		if(i11==(poly->GetNumPoints()-1)) i13=0;
 | 
						||
		else i13=i11+1;
 | 
						||
		if(IsReflex(poly->GetPoint(i12),poly->GetPoint(i11),poly->GetPoint(i13))) {
 | 
						||
			numreflex = 1;
 | 
						||
			break;
 | 
						||
		}
 | 
						||
	}
 | 
						||
	if(numreflex == 0) {
 | 
						||
		parts->push_back(*poly);
 | 
						||
		return 1;
 | 
						||
	}
 | 
						||
 | 
						||
	if(!Triangulate_EC(poly,&triangles)) return 0;
 | 
						||
 | 
						||
	for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
 | 
						||
		poly1 = &(iter1->get());
 | 
						||
		for(i11=0;i11<poly1->GetNumPoints();i11++) {
 | 
						||
			d1 = poly1->GetPoint(i11);
 | 
						||
			i12 = (i11+1)%(poly1->GetNumPoints());
 | 
						||
			d2 = poly1->GetPoint(i12);
 | 
						||
 | 
						||
			isdiagonal = false;
 | 
						||
			for(iter2 = iter1; iter2 ; iter2=iter2->next()) {
 | 
						||
				if(iter1 == iter2) continue;
 | 
						||
				poly2 = &(iter2->get());
 | 
						||
 | 
						||
				for(i21=0;i21<poly2->GetNumPoints();i21++) {
 | 
						||
					if((d2.x != poly2->GetPoint(i21).x)||(d2.y != poly2->GetPoint(i21).y)) continue;
 | 
						||
					i22 = (i21+1)%(poly2->GetNumPoints());
 | 
						||
					if((d1.x != poly2->GetPoint(i22).x)||(d1.y != poly2->GetPoint(i22).y)) continue;
 | 
						||
					isdiagonal = true;
 | 
						||
					break;
 | 
						||
				}
 | 
						||
				if(isdiagonal) break;
 | 
						||
			}
 | 
						||
 | 
						||
			if(!isdiagonal) continue;
 | 
						||
 | 
						||
			p2 = poly1->GetPoint(i11);
 | 
						||
			if(i11 == 0) i13 = poly1->GetNumPoints()-1;
 | 
						||
			else i13 = i11-1;
 | 
						||
			p1 = poly1->GetPoint(i13);
 | 
						||
			if(i22 == (poly2->GetNumPoints()-1)) i23 = 0;
 | 
						||
			else i23 = i22+1;
 | 
						||
			p3 = poly2->GetPoint(i23);
 | 
						||
 | 
						||
			if(!IsConvex(p1,p2,p3)) continue;
 | 
						||
 | 
						||
			p2 = poly1->GetPoint(i12);
 | 
						||
			if(i12 == (poly1->GetNumPoints()-1)) i13 = 0;
 | 
						||
			else i13 = i12+1;
 | 
						||
			p3 = poly1->GetPoint(i13);
 | 
						||
			if(i21 == 0) i23 = poly2->GetNumPoints()-1;
 | 
						||
			else i23 = i21-1;
 | 
						||
			p1 = poly2->GetPoint(i23);
 | 
						||
 | 
						||
			if(!IsConvex(p1,p2,p3)) continue;
 | 
						||
 | 
						||
			newpoly.Init(poly1->GetNumPoints()+poly2->GetNumPoints()-2);
 | 
						||
			k = 0;
 | 
						||
			for(j=i12;j!=i11;j=(j+1)%(poly1->GetNumPoints())) {
 | 
						||
				newpoly[k] = poly1->GetPoint(j);
 | 
						||
				k++;
 | 
						||
			}
 | 
						||
			for(j=i22;j!=i21;j=(j+1)%(poly2->GetNumPoints())) {
 | 
						||
				newpoly[k] = poly2->GetPoint(j);
 | 
						||
				k++;
 | 
						||
			}
 | 
						||
 | 
						||
			triangles.erase(iter2);
 | 
						||
			iter1->get() = newpoly;
 | 
						||
			poly1 = &(iter1->get());
 | 
						||
			i11 = -1;
 | 
						||
 | 
						||
			continue;
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
 | 
						||
		parts->push_back(iter1->get());
 | 
						||
	}
 | 
						||
 | 
						||
	return 1;
 | 
						||
}
 | 
						||
 | 
						||
int TriangulatorPartition::ConvexPartition_HM(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *parts) {
 | 
						||
	List<TriangulatorPoly> outpolys;
 | 
						||
	List<TriangulatorPoly>::Element* iter;
 | 
						||
 | 
						||
	if(!RemoveHoles(inpolys,&outpolys)) return 0;
 | 
						||
	for(iter=outpolys.front();iter;iter=iter->next()) {
 | 
						||
		if(!ConvexPartition_HM(&(iter->get()),parts)) return 0;
 | 
						||
	}
 | 
						||
	return 1;
 | 
						||
}
 | 
						||
 | 
						||
//minimum-weight polygon triangulation by dynamic programming
 | 
						||
//O(n^3) time complexity
 | 
						||
//O(n^2) space complexity
 | 
						||
int TriangulatorPartition::Triangulate_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
 | 
						||
	long i,j,k,gap,n;
 | 
						||
	DPState **dpstates;
 | 
						||
	Vector2 p1,p2,p3,p4;
 | 
						||
	long bestvertex;
 | 
						||
	real_t weight,minweight,d1,d2;
 | 
						||
	Diagonal diagonal,newdiagonal;
 | 
						||
	List<Diagonal> diagonals;
 | 
						||
	TriangulatorPoly triangle;
 | 
						||
	int ret = 1;
 | 
						||
 | 
						||
	n = poly->GetNumPoints();
 | 
						||
	dpstates = new DPState *[n];
 | 
						||
	for(i=1;i<n;i++) {
 | 
						||
		dpstates[i] = new DPState[i];
 | 
						||
	}
 | 
						||
 | 
						||
	//init states and visibility
 | 
						||
	for(i=0;i<(n-1);i++) {
 | 
						||
		p1 = poly->GetPoint(i);
 | 
						||
		for(j=i+1;j<n;j++) {
 | 
						||
			dpstates[j][i].visible = true;
 | 
						||
			dpstates[j][i].weight = 0;
 | 
						||
			dpstates[j][i].bestvertex = -1;
 | 
						||
			if(j!=(i+1)) {
 | 
						||
				p2 = poly->GetPoint(j);
 | 
						||
 | 
						||
				//visibility check
 | 
						||
				if(i==0) p3 = poly->GetPoint(n-1);
 | 
						||
				else p3 = poly->GetPoint(i-1);
 | 
						||
				if(i==(n-1)) p4 = poly->GetPoint(0);
 | 
						||
				else p4 = poly->GetPoint(i+1);
 | 
						||
				if(!InCone(p3,p1,p4,p2)) {
 | 
						||
					dpstates[j][i].visible = false;
 | 
						||
					continue;
 | 
						||
				}
 | 
						||
 | 
						||
				if(j==0) p3 = poly->GetPoint(n-1);
 | 
						||
				else p3 = poly->GetPoint(j-1);
 | 
						||
				if(j==(n-1)) p4 = poly->GetPoint(0);
 | 
						||
				else p4 = poly->GetPoint(j+1);
 | 
						||
				if(!InCone(p3,p2,p4,p1)) {
 | 
						||
					dpstates[j][i].visible = false;
 | 
						||
					continue;
 | 
						||
				}
 | 
						||
 | 
						||
				for(k=0;k<n;k++) {
 | 
						||
					p3 = poly->GetPoint(k);
 | 
						||
					if(k==(n-1)) p4 = poly->GetPoint(0);
 | 
						||
					else p4 = poly->GetPoint(k+1);
 | 
						||
					if(Intersects(p1,p2,p3,p4)) {
 | 
						||
						dpstates[j][i].visible = false;
 | 
						||
						break;
 | 
						||
					}
 | 
						||
				}
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
	dpstates[n-1][0].visible = true;
 | 
						||
	dpstates[n-1][0].weight = 0;
 | 
						||
	dpstates[n-1][0].bestvertex = -1;
 | 
						||
 | 
						||
	for(gap = 2; gap<n; gap++) {
 | 
						||
		for(i=0; i<(n-gap); i++) {
 | 
						||
			j = i+gap;
 | 
						||
			if(!dpstates[j][i].visible) continue;
 | 
						||
			bestvertex = -1;
 | 
						||
			for(k=(i+1);k<j;k++) {
 | 
						||
				if(!dpstates[k][i].visible) continue;
 | 
						||
				if(!dpstates[j][k].visible) continue;
 | 
						||
 | 
						||
				if(k<=(i+1)) d1=0;
 | 
						||
				else d1 = Distance(poly->GetPoint(i),poly->GetPoint(k));
 | 
						||
				if(j<=(k+1)) d2=0;
 | 
						||
				else d2 = Distance(poly->GetPoint(k),poly->GetPoint(j));
 | 
						||
 | 
						||
				weight = dpstates[k][i].weight + dpstates[j][k].weight + d1 + d2;
 | 
						||
 | 
						||
				if((bestvertex == -1)||(weight<minweight)) {
 | 
						||
					bestvertex = k;
 | 
						||
					minweight = weight;
 | 
						||
				}
 | 
						||
			}
 | 
						||
			if(bestvertex == -1) {
 | 
						||
				for(i=1;i<n;i++) {
 | 
						||
					delete [] dpstates[i];
 | 
						||
				}
 | 
						||
				delete [] dpstates;
 | 
						||
 | 
						||
				return 0;
 | 
						||
			}
 | 
						||
 | 
						||
			dpstates[j][i].bestvertex = bestvertex;
 | 
						||
			dpstates[j][i].weight = minweight;
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	newdiagonal.index1 = 0;
 | 
						||
	newdiagonal.index2 = n-1;
 | 
						||
	diagonals.push_back(newdiagonal);
 | 
						||
	while(!diagonals.empty()) {
 | 
						||
		diagonal = (diagonals.front()->get());
 | 
						||
		diagonals.pop_front();
 | 
						||
		bestvertex = dpstates[diagonal.index2][diagonal.index1].bestvertex;
 | 
						||
		if(bestvertex == -1) {
 | 
						||
			ret = 0;
 | 
						||
			break;
 | 
						||
		}
 | 
						||
		triangle.Triangle(poly->GetPoint(diagonal.index1),poly->GetPoint(bestvertex),poly->GetPoint(diagonal.index2));
 | 
						||
		triangles->push_back(triangle);
 | 
						||
		if(bestvertex > (diagonal.index1+1)) {
 | 
						||
			newdiagonal.index1 = diagonal.index1;
 | 
						||
			newdiagonal.index2 = bestvertex;
 | 
						||
			diagonals.push_back(newdiagonal);
 | 
						||
		}
 | 
						||
		if(diagonal.index2 > (bestvertex+1)) {
 | 
						||
			newdiagonal.index1 = bestvertex;
 | 
						||
			newdiagonal.index2 = diagonal.index2;
 | 
						||
			diagonals.push_back(newdiagonal);
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	for(i=1;i<n;i++) {
 | 
						||
		delete [] dpstates[i];
 | 
						||
	}
 | 
						||
	delete [] dpstates;
 | 
						||
 | 
						||
	return ret;
 | 
						||
}
 | 
						||
 | 
						||
void TriangulatorPartition::UpdateState(long a, long b, long w, long i, long j, DPState2 **dpstates) {
 | 
						||
	Diagonal newdiagonal;
 | 
						||
	List<Diagonal> *pairs;
 | 
						||
	long w2;
 | 
						||
 | 
						||
	w2 = dpstates[a][b].weight;
 | 
						||
	if(w>w2) return;
 | 
						||
 | 
						||
	pairs = &(dpstates[a][b].pairs);
 | 
						||
	newdiagonal.index1 = i;
 | 
						||
	newdiagonal.index2 = j;
 | 
						||
 | 
						||
	if(w<w2) {
 | 
						||
		pairs->clear();
 | 
						||
		pairs->push_front(newdiagonal);
 | 
						||
		dpstates[a][b].weight = w;
 | 
						||
	} else {
 | 
						||
		if((!pairs->empty())&&(i <= pairs->front()->get().index1)) return;
 | 
						||
		while((!pairs->empty())&&(pairs->front()->get().index2 >= j)) pairs->pop_front();
 | 
						||
		pairs->push_front(newdiagonal);
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
void TriangulatorPartition::TypeA(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
 | 
						||
	List<Diagonal> *pairs;
 | 
						||
	List<Diagonal>::Element *iter,*lastiter;
 | 
						||
	long top;
 | 
						||
	long w;
 | 
						||
 | 
						||
	if(!dpstates[i][j].visible) return;
 | 
						||
	top = j;
 | 
						||
	w = dpstates[i][j].weight;
 | 
						||
	if(k-j > 1) {
 | 
						||
		if (!dpstates[j][k].visible) return;
 | 
						||
		w += dpstates[j][k].weight + 1;
 | 
						||
	}
 | 
						||
	if(j-i > 1) {
 | 
						||
		pairs = &(dpstates[i][j].pairs);
 | 
						||
		iter = NULL;
 | 
						||
		lastiter = NULL;
 | 
						||
		while(iter!=pairs->front()) {
 | 
						||
			if (!iter)
 | 
						||
				iter=pairs->back();
 | 
						||
			else
 | 
						||
				iter=iter->prev();
 | 
						||
 | 
						||
			if(!IsReflex(vertices[iter->get().index2].p,vertices[j].p,vertices[k].p)) lastiter = iter;
 | 
						||
			else break;
 | 
						||
		}
 | 
						||
		if(lastiter == NULL) w++;
 | 
						||
		else {
 | 
						||
			if(IsReflex(vertices[k].p,vertices[i].p,vertices[lastiter->get().index1].p)) w++;
 | 
						||
			else top = lastiter->get().index1;
 | 
						||
		}
 | 
						||
	}
 | 
						||
	UpdateState(i,k,w,top,j,dpstates);
 | 
						||
}
 | 
						||
 | 
						||
void TriangulatorPartition::TypeB(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
 | 
						||
	List<Diagonal> *pairs;
 | 
						||
	List<Diagonal>::Element* iter,*lastiter;
 | 
						||
	long top;
 | 
						||
	long w;
 | 
						||
 | 
						||
	if(!dpstates[j][k].visible) return;
 | 
						||
	top = j;
 | 
						||
	w = dpstates[j][k].weight;
 | 
						||
 | 
						||
	if (j-i > 1) {
 | 
						||
		if (!dpstates[i][j].visible) return;
 | 
						||
		w += dpstates[i][j].weight + 1;
 | 
						||
	}
 | 
						||
	if (k-j > 1) {
 | 
						||
		pairs = &(dpstates[j][k].pairs);
 | 
						||
 | 
						||
		iter = pairs->front();
 | 
						||
		if((!pairs->empty())&&(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p))) {
 | 
						||
			lastiter = iter;
 | 
						||
			while(iter!=NULL) {
 | 
						||
				if(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p)) {
 | 
						||
					lastiter = iter;
 | 
						||
					iter=iter->next();
 | 
						||
				}
 | 
						||
				else break;
 | 
						||
			}
 | 
						||
			if(IsReflex(vertices[lastiter->get().index2].p,vertices[k].p,vertices[i].p)) w++;
 | 
						||
			else top = lastiter->get().index2;
 | 
						||
		} else w++;
 | 
						||
	}
 | 
						||
	UpdateState(i,k,w,j,top,dpstates);
 | 
						||
}
 | 
						||
 | 
						||
int TriangulatorPartition::ConvexPartition_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
 | 
						||
	Vector2 p1,p2,p3,p4;
 | 
						||
	PartitionVertex *vertices;
 | 
						||
	DPState2 **dpstates;
 | 
						||
	long i,j,k,n,gap;
 | 
						||
	List<Diagonal> diagonals,diagonals2;
 | 
						||
	Diagonal diagonal,newdiagonal;
 | 
						||
	List<Diagonal> *pairs,*pairs2;
 | 
						||
	List<Diagonal>::Element* iter,*iter2;
 | 
						||
	int ret;
 | 
						||
	TriangulatorPoly newpoly;
 | 
						||
	List<long> indices;
 | 
						||
	List<long>::Element* iiter;
 | 
						||
	bool ijreal,jkreal;
 | 
						||
 | 
						||
	n = poly->GetNumPoints();
 | 
						||
	vertices = new PartitionVertex[n];
 | 
						||
 | 
						||
	dpstates = new DPState2 *[n];
 | 
						||
	for(i=0;i<n;i++) {
 | 
						||
		dpstates[i] = new DPState2[n];
 | 
						||
	}
 | 
						||
 | 
						||
	//init vertex information
 | 
						||
	for(i=0;i<n;i++) {
 | 
						||
		vertices[i].p = poly->GetPoint(i);
 | 
						||
		vertices[i].isActive = true;
 | 
						||
		if(i==0) vertices[i].previous = &(vertices[n-1]);
 | 
						||
		else vertices[i].previous = &(vertices[i-1]);
 | 
						||
		if(i==(poly->GetNumPoints()-1)) vertices[i].next = &(vertices[0]);
 | 
						||
		else vertices[i].next = &(vertices[i+1]);
 | 
						||
	}
 | 
						||
	for(i=1;i<n;i++) {
 | 
						||
		UpdateVertexReflexity(&(vertices[i]));
 | 
						||
	}
 | 
						||
 | 
						||
	//init states and visibility
 | 
						||
	for(i=0;i<(n-1);i++) {
 | 
						||
		p1 = poly->GetPoint(i);
 | 
						||
		for(j=i+1;j<n;j++) {
 | 
						||
			dpstates[i][j].visible = true;
 | 
						||
			if(j==i+1) {
 | 
						||
				dpstates[i][j].weight = 0;
 | 
						||
			} else {
 | 
						||
				dpstates[i][j].weight = 2147483647;
 | 
						||
			}
 | 
						||
			if(j!=(i+1)) {
 | 
						||
				p2 = poly->GetPoint(j);
 | 
						||
 | 
						||
				//visibility check
 | 
						||
				if(!InCone(&vertices[i],p2)) {
 | 
						||
					dpstates[i][j].visible = false;
 | 
						||
					continue;
 | 
						||
				}
 | 
						||
				if(!InCone(&vertices[j],p1)) {
 | 
						||
					dpstates[i][j].visible = false;
 | 
						||
					continue;
 | 
						||
				}
 | 
						||
 | 
						||
				for(k=0;k<n;k++) {
 | 
						||
					p3 = poly->GetPoint(k);
 | 
						||
					if(k==(n-1)) p4 = poly->GetPoint(0);
 | 
						||
					else p4 = poly->GetPoint(k+1);
 | 
						||
					if(Intersects(p1,p2,p3,p4)) {
 | 
						||
						dpstates[i][j].visible = false;
 | 
						||
						break;
 | 
						||
					}
 | 
						||
				}
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
	for(i=0;i<(n-2);i++) {
 | 
						||
		j = i+2;
 | 
						||
		if(dpstates[i][j].visible) {
 | 
						||
			dpstates[i][j].weight = 0;
 | 
						||
			newdiagonal.index1 = i+1;
 | 
						||
			newdiagonal.index2 = i+1;
 | 
						||
			dpstates[i][j].pairs.push_back(newdiagonal);
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	dpstates[0][n-1].visible = true;
 | 
						||
	vertices[0].isConvex = false; //by convention
 | 
						||
 | 
						||
	for(gap=3; gap<n; gap++) {
 | 
						||
		for(i=0;i<n-gap;i++) {
 | 
						||
			if(vertices[i].isConvex) continue;
 | 
						||
			k = i+gap;
 | 
						||
			if(dpstates[i][k].visible) {
 | 
						||
				if(!vertices[k].isConvex) {
 | 
						||
					for(j=i+1;j<k;j++) TypeA(i,j,k,vertices,dpstates);
 | 
						||
				} else {
 | 
						||
					for(j=i+1;j<(k-1);j++) {
 | 
						||
						if(vertices[j].isConvex) continue;
 | 
						||
						TypeA(i,j,k,vertices,dpstates);
 | 
						||
					}
 | 
						||
					TypeA(i,k-1,k,vertices,dpstates);
 | 
						||
				}
 | 
						||
			}
 | 
						||
		}
 | 
						||
		for(k=gap;k<n;k++) {
 | 
						||
			if(vertices[k].isConvex) continue;
 | 
						||
			i = k-gap;
 | 
						||
			if((vertices[i].isConvex)&&(dpstates[i][k].visible)) {
 | 
						||
				TypeB(i,i+1,k,vertices,dpstates);
 | 
						||
				for(j=i+2;j<k;j++) {
 | 
						||
					if(vertices[j].isConvex) continue;
 | 
						||
					TypeB(i,j,k,vertices,dpstates);
 | 
						||
				}
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
 | 
						||
	//recover solution
 | 
						||
	ret = 1;
 | 
						||
	newdiagonal.index1 = 0;
 | 
						||
	newdiagonal.index2 = n-1;
 | 
						||
	diagonals.push_front(newdiagonal);
 | 
						||
	while(!diagonals.empty()) {
 | 
						||
		diagonal = (diagonals.front()->get());
 | 
						||
		diagonals.pop_front();
 | 
						||
		if((diagonal.index2 - diagonal.index1) <=1) continue;
 | 
						||
		pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
 | 
						||
		if(pairs->empty()) {
 | 
						||
			ret = 0;
 | 
						||
			break;
 | 
						||
		}
 | 
						||
		if(!vertices[diagonal.index1].isConvex) {
 | 
						||
			iter = pairs->back();
 | 
						||
 | 
						||
			j = iter->get().index2;
 | 
						||
			newdiagonal.index1 = j;
 | 
						||
			newdiagonal.index2 = diagonal.index2;
 | 
						||
			diagonals.push_front(newdiagonal);
 | 
						||
			if((j - diagonal.index1)>1) {
 | 
						||
				if(iter->get().index1 != iter->get().index2) {
 | 
						||
					pairs2 = &(dpstates[diagonal.index1][j].pairs);
 | 
						||
					while(1) {
 | 
						||
						if(pairs2->empty()) {
 | 
						||
							ret = 0;
 | 
						||
							break;
 | 
						||
						}
 | 
						||
						iter2 = pairs2->back();
 | 
						||
 | 
						||
						if(iter->get().index1 != iter2->get().index1) pairs2->pop_back();
 | 
						||
						else break;
 | 
						||
					}
 | 
						||
					if(ret == 0) break;
 | 
						||
				}
 | 
						||
				newdiagonal.index1 = diagonal.index1;
 | 
						||
				newdiagonal.index2 = j;
 | 
						||
				diagonals.push_front(newdiagonal);
 | 
						||
			}
 | 
						||
		} else {
 | 
						||
			iter = pairs->front();
 | 
						||
			j = iter->get().index1;
 | 
						||
			newdiagonal.index1 = diagonal.index1;
 | 
						||
			newdiagonal.index2 = j;
 | 
						||
			diagonals.push_front(newdiagonal);
 | 
						||
			if((diagonal.index2 - j) > 1) {
 | 
						||
				if(iter->get().index1 != iter->get().index2) {
 | 
						||
					pairs2 = &(dpstates[j][diagonal.index2].pairs);
 | 
						||
					while(1) {
 | 
						||
						if(pairs2->empty()) {
 | 
						||
							ret = 0;
 | 
						||
							break;
 | 
						||
						}
 | 
						||
						iter2 = pairs2->front();
 | 
						||
						if(iter->get().index2 != iter2->get().index2) pairs2->pop_front();
 | 
						||
						else break;
 | 
						||
					}
 | 
						||
					if(ret == 0) break;
 | 
						||
				}
 | 
						||
				newdiagonal.index1 = j;
 | 
						||
				newdiagonal.index2 = diagonal.index2;
 | 
						||
				diagonals.push_front(newdiagonal);
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	if(ret == 0) {
 | 
						||
		for(i=0;i<n;i++) {
 | 
						||
			delete [] dpstates[i];
 | 
						||
		}
 | 
						||
		delete [] dpstates;
 | 
						||
		delete [] vertices;
 | 
						||
 | 
						||
		return ret;
 | 
						||
	}
 | 
						||
 | 
						||
	newdiagonal.index1 = 0;
 | 
						||
	newdiagonal.index2 = n-1;
 | 
						||
	diagonals.push_front(newdiagonal);
 | 
						||
	while(!diagonals.empty()) {
 | 
						||
		diagonal = (diagonals.front())->get();
 | 
						||
		diagonals.pop_front();
 | 
						||
		if((diagonal.index2 - diagonal.index1) <= 1) continue;
 | 
						||
 | 
						||
		indices.clear();
 | 
						||
		diagonals2.clear();
 | 
						||
		indices.push_back(diagonal.index1);
 | 
						||
		indices.push_back(diagonal.index2);
 | 
						||
		diagonals2.push_front(diagonal);
 | 
						||
 | 
						||
		while(!diagonals2.empty()) {
 | 
						||
			diagonal = (diagonals2.front()->get());
 | 
						||
			diagonals2.pop_front();
 | 
						||
			if((diagonal.index2 - diagonal.index1) <= 1) continue;
 | 
						||
			ijreal = true;
 | 
						||
			jkreal = true;
 | 
						||
			pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
 | 
						||
			if(!vertices[diagonal.index1].isConvex) {
 | 
						||
				iter = pairs->back();
 | 
						||
				j = iter->get().index2;
 | 
						||
				if(iter->get().index1 != iter->get().index2) ijreal = false;
 | 
						||
			} else {
 | 
						||
				iter = pairs->front();
 | 
						||
				j = iter->get().index1;
 | 
						||
				if(iter->get().index1 != iter->get().index2) jkreal = false;
 | 
						||
			}
 | 
						||
 | 
						||
			newdiagonal.index1 = diagonal.index1;
 | 
						||
			newdiagonal.index2 = j;
 | 
						||
			if(ijreal) {
 | 
						||
				diagonals.push_back(newdiagonal);
 | 
						||
			} else {
 | 
						||
				diagonals2.push_back(newdiagonal);
 | 
						||
			}
 | 
						||
 | 
						||
			newdiagonal.index1 = j;
 | 
						||
			newdiagonal.index2 = diagonal.index2;
 | 
						||
			if(jkreal) {
 | 
						||
				diagonals.push_back(newdiagonal);
 | 
						||
			} else {
 | 
						||
				diagonals2.push_back(newdiagonal);
 | 
						||
			}
 | 
						||
 | 
						||
			indices.push_back(j);
 | 
						||
		}
 | 
						||
 | 
						||
		indices.sort();
 | 
						||
		newpoly.Init((long)indices.size());
 | 
						||
		k=0;
 | 
						||
		for(iiter = indices.front();iiter;iiter=iiter->next()) {
 | 
						||
			newpoly[k] = vertices[iiter->get()].p;
 | 
						||
			k++;
 | 
						||
		}
 | 
						||
		parts->push_back(newpoly);
 | 
						||
	}
 | 
						||
 | 
						||
	for(i=0;i<n;i++) {
 | 
						||
		delete [] dpstates[i];
 | 
						||
	}
 | 
						||
	delete [] dpstates;
 | 
						||
	delete [] vertices;
 | 
						||
 | 
						||
	return ret;
 | 
						||
}
 | 
						||
 | 
						||
//triangulates a set of polygons by first partitioning them into monotone polygons
 | 
						||
//O(n*log(n)) time complexity, O(n) space complexity
 | 
						||
//the algorithm used here is outlined in the book
 | 
						||
//"Computational Geometry: Algorithms and Applications"
 | 
						||
//by Mark de Berg, Otfried Cheong, Marc van Kreveld and Mark Overmars
 | 
						||
int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *monotonePolys) {
 | 
						||
	List<TriangulatorPoly>::Element *iter;
 | 
						||
	MonotoneVertex *vertices;
 | 
						||
	long i,numvertices,vindex,vindex2,newnumvertices,maxnumvertices;
 | 
						||
	long polystartindex, polyendindex;
 | 
						||
	TriangulatorPoly *poly;
 | 
						||
	MonotoneVertex *v,*v2,*vprev,*vnext;
 | 
						||
	ScanLineEdge newedge;
 | 
						||
	bool error = false;
 | 
						||
 | 
						||
	numvertices = 0;
 | 
						||
	for(iter = inpolys->front(); iter ; iter=iter->next()) {
 | 
						||
		numvertices += iter->get().GetNumPoints();
 | 
						||
	}
 | 
						||
 | 
						||
	maxnumvertices = numvertices*3;
 | 
						||
	vertices = new MonotoneVertex[maxnumvertices];
 | 
						||
	newnumvertices = numvertices;
 | 
						||
 | 
						||
	polystartindex = 0;
 | 
						||
	for(iter = inpolys->front(); iter ; iter=iter->next()) {
 | 
						||
		poly = &(iter->get());
 | 
						||
		polyendindex = polystartindex + poly->GetNumPoints()-1;
 | 
						||
		for(i=0;i<poly->GetNumPoints();i++) {
 | 
						||
			vertices[i+polystartindex].p = poly->GetPoint(i);
 | 
						||
			if(i==0) vertices[i+polystartindex].previous = polyendindex;
 | 
						||
			else vertices[i+polystartindex].previous = i+polystartindex-1;
 | 
						||
			if(i==(poly->GetNumPoints()-1)) vertices[i+polystartindex].next = polystartindex;
 | 
						||
			else vertices[i+polystartindex].next = i+polystartindex+1;
 | 
						||
		}
 | 
						||
		polystartindex = polyendindex+1;
 | 
						||
	}
 | 
						||
 | 
						||
	//construct the priority queue
 | 
						||
	long *priority = new long [numvertices];
 | 
						||
	for(i=0;i<numvertices;i++) priority[i] = i;
 | 
						||
	SortArray<long,VertexSorter> sorter;
 | 
						||
	sorter.compare.vertices=vertices;
 | 
						||
	sorter.sort(priority,numvertices);
 | 
						||
 | 
						||
	//determine vertex types
 | 
						||
	char *vertextypes = new char[maxnumvertices];
 | 
						||
	for(i=0;i<numvertices;i++) {
 | 
						||
		v = &(vertices[i]);
 | 
						||
		vprev = &(vertices[v->previous]);
 | 
						||
		vnext = &(vertices[v->next]);
 | 
						||
 | 
						||
		if(Below(vprev->p,v->p)&&Below(vnext->p,v->p)) {
 | 
						||
			if(IsConvex(vnext->p,vprev->p,v->p)) {
 | 
						||
				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_START;
 | 
						||
			} else {
 | 
						||
				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_SPLIT;
 | 
						||
			}
 | 
						||
		} else if(Below(v->p,vprev->p)&&Below(v->p,vnext->p)) {
 | 
						||
			if(IsConvex(vnext->p,vprev->p,v->p))
 | 
						||
			{
 | 
						||
				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_END;
 | 
						||
			} else {
 | 
						||
				vertextypes[i] = TRIANGULATOR_VERTEXTYPE_MERGE;
 | 
						||
			}
 | 
						||
		} else {
 | 
						||
			vertextypes[i] = TRIANGULATOR_VERTEXTYPE_REGULAR;
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	//helpers
 | 
						||
	long *helpers = new long[maxnumvertices];
 | 
						||
 | 
						||
	//binary search tree that holds edges intersecting the scanline
 | 
						||
	//note that while set doesn't actually have to be implemented as a tree
 | 
						||
	//complexity requirements for operations are the same as for the balanced binary search tree
 | 
						||
	Set<ScanLineEdge> edgeTree;
 | 
						||
	//store iterators to the edge tree elements
 | 
						||
	//this makes deleting existing edges much faster
 | 
						||
	Set<ScanLineEdge>::Element **edgeTreeIterators,*edgeIter;
 | 
						||
	edgeTreeIterators = new Set<ScanLineEdge>::Element*[maxnumvertices];
 | 
						||
	//Pair<Set<ScanLineEdge>::Element*,bool> edgeTreeRet;
 | 
						||
	for(i = 0; i<numvertices; i++) edgeTreeIterators[i] = NULL;
 | 
						||
 | 
						||
	//for each vertex
 | 
						||
	for(i=0;i<numvertices;i++) {
 | 
						||
		vindex = priority[i];
 | 
						||
		v = &(vertices[vindex]);
 | 
						||
		vindex2 = vindex;
 | 
						||
		v2 = v;
 | 
						||
 | 
						||
		//depending on the vertex type, do the appropriate action
 | 
						||
		//comments in the following sections are copied from "Computational Geometry: Algorithms and Applications"
 | 
						||
		switch(vertextypes[vindex]) {
 | 
						||
			case TRIANGULATOR_VERTEXTYPE_START:
 | 
						||
				//Insert ei in T and set helper(ei) to vi.
 | 
						||
				newedge.p1 = v->p;
 | 
						||
				newedge.p2 = vertices[v->next].p;
 | 
						||
				newedge.index = vindex;
 | 
						||
				edgeTreeIterators[vindex] = edgeTree.insert(newedge);
 | 
						||
				helpers[vindex] = vindex;
 | 
						||
				break;
 | 
						||
 | 
						||
			case TRIANGULATOR_VERTEXTYPE_END:
 | 
						||
				//if helper(ei-1) is a merge vertex
 | 
						||
				if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
 | 
						||
					//Insert the diagonal connecting vi to helper(ei-1) in D.
 | 
						||
					AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
 | 
						||
							vertextypes, edgeTreeIterators, &edgeTree, helpers);
 | 
						||
				}
 | 
						||
				//Delete ei-1 from T
 | 
						||
				edgeTree.erase(edgeTreeIterators[v->previous]);
 | 
						||
				break;
 | 
						||
 | 
						||
			case TRIANGULATOR_VERTEXTYPE_SPLIT:
 | 
						||
				//Search in T to find the edge e j directly left of vi.
 | 
						||
				newedge.p1 = v->p;
 | 
						||
				newedge.p2 = v->p;
 | 
						||
				edgeIter = edgeTree.lower_bound(newedge);
 | 
						||
				if(edgeIter == edgeTree.front()) {
 | 
						||
					error = true;
 | 
						||
					break;
 | 
						||
				}
 | 
						||
				edgeIter=edgeIter->prev();
 | 
						||
				//Insert the diagonal connecting vi to helper(ej) in D.
 | 
						||
				AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
 | 
						||
						vertextypes, edgeTreeIterators, &edgeTree, helpers);
 | 
						||
				vindex2 = newnumvertices-2;
 | 
						||
				v2 = &(vertices[vindex2]);
 | 
						||
				//helper(e j)<29>vi
 | 
						||
				helpers[edgeIter->get().index] = vindex;
 | 
						||
				//Insert ei in T and set helper(ei) to vi.
 | 
						||
				newedge.p1 = v2->p;
 | 
						||
				newedge.p2 = vertices[v2->next].p;
 | 
						||
				newedge.index = vindex2;
 | 
						||
 | 
						||
				edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
 | 
						||
				helpers[vindex2] = vindex2;
 | 
						||
				break;
 | 
						||
 | 
						||
			case TRIANGULATOR_VERTEXTYPE_MERGE:
 | 
						||
				//if helper(ei-1) is a merge vertex
 | 
						||
				if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
 | 
						||
					//Insert the diagonal connecting vi to helper(ei-1) in D.
 | 
						||
					AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
 | 
						||
							vertextypes, edgeTreeIterators, &edgeTree, helpers);
 | 
						||
					vindex2 = newnumvertices-2;
 | 
						||
					v2 = &(vertices[vindex2]);
 | 
						||
				}
 | 
						||
				//Delete ei-1 from T.
 | 
						||
				edgeTree.erase(edgeTreeIterators[v->previous]);
 | 
						||
				//Search in T to find the edge e j directly left of vi.
 | 
						||
				newedge.p1 = v->p;
 | 
						||
				newedge.p2 = v->p;
 | 
						||
				edgeIter = edgeTree.lower_bound(newedge);
 | 
						||
				if(edgeIter == edgeTree.front()) {
 | 
						||
					error = true;
 | 
						||
					break;
 | 
						||
				}
 | 
						||
				edgeIter=edgeIter->prev();
 | 
						||
				//if helper(ej) is a merge vertex
 | 
						||
				if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
 | 
						||
					//Insert the diagonal connecting vi to helper(e j) in D.
 | 
						||
					AddDiagonal(vertices,&newnumvertices,vindex2,helpers[edgeIter->get().index],
 | 
						||
							vertextypes, edgeTreeIterators, &edgeTree, helpers);
 | 
						||
				}
 | 
						||
				//helper(e j)<29>vi
 | 
						||
				helpers[edgeIter->get().index] = vindex2;
 | 
						||
				break;
 | 
						||
 | 
						||
			case TRIANGULATOR_VERTEXTYPE_REGULAR:
 | 
						||
				//if the interior of P lies to the right of vi
 | 
						||
				if(Below(v->p,vertices[v->previous].p)) {
 | 
						||
					//if helper(ei-1) is a merge vertex
 | 
						||
					if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
 | 
						||
						//Insert the diagonal connecting vi to helper(ei-1) in D.
 | 
						||
						AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
 | 
						||
								vertextypes, edgeTreeIterators, &edgeTree, helpers);
 | 
						||
						vindex2 = newnumvertices-2;
 | 
						||
						v2 = &(vertices[vindex2]);
 | 
						||
					}
 | 
						||
					//Delete ei-1 from T.
 | 
						||
					edgeTree.erase(edgeTreeIterators[v->previous]);
 | 
						||
					//Insert ei in T and set helper(ei) to vi.
 | 
						||
					newedge.p1 = v2->p;
 | 
						||
					newedge.p2 = vertices[v2->next].p;
 | 
						||
					newedge.index = vindex2;
 | 
						||
					edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
 | 
						||
					helpers[vindex2] = vindex;
 | 
						||
				} else {
 | 
						||
					//Search in T to find the edge ej directly left of vi.
 | 
						||
					newedge.p1 = v->p;
 | 
						||
					newedge.p2 = v->p;
 | 
						||
					edgeIter = edgeTree.lower_bound(newedge);
 | 
						||
					if(edgeIter == edgeTree.front()) {
 | 
						||
						error = true;
 | 
						||
						break;
 | 
						||
					}
 | 
						||
					edgeIter=edgeIter->prev();
 | 
						||
					//if helper(ej) is a merge vertex
 | 
						||
					if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
 | 
						||
						//Insert the diagonal connecting vi to helper(e j) in D.
 | 
						||
						AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
 | 
						||
								vertextypes, edgeTreeIterators, &edgeTree, helpers);
 | 
						||
					}
 | 
						||
					//helper(e j)<29>vi
 | 
						||
					helpers[edgeIter->get().index] = vindex;
 | 
						||
				}
 | 
						||
				break;
 | 
						||
		}
 | 
						||
 | 
						||
		if(error) break;
 | 
						||
	}
 | 
						||
 | 
						||
	char *used = new char[newnumvertices];
 | 
						||
	memset(used,0,newnumvertices*sizeof(char));
 | 
						||
 | 
						||
	if(!error) {
 | 
						||
		//return result
 | 
						||
		long size;
 | 
						||
		TriangulatorPoly mpoly;
 | 
						||
		for(i=0;i<newnumvertices;i++) {
 | 
						||
			if(used[i]) continue;
 | 
						||
			v = &(vertices[i]);
 | 
						||
			vnext = &(vertices[v->next]);
 | 
						||
			size = 1;
 | 
						||
			while(vnext!=v) {
 | 
						||
				vnext = &(vertices[vnext->next]);
 | 
						||
				size++;
 | 
						||
			}
 | 
						||
			mpoly.Init(size);
 | 
						||
			v = &(vertices[i]);
 | 
						||
			mpoly[0] = v->p;
 | 
						||
			vnext = &(vertices[v->next]);
 | 
						||
			size = 1;
 | 
						||
			used[i] = 1;
 | 
						||
			used[v->next] = 1;
 | 
						||
			while(vnext!=v) {
 | 
						||
				mpoly[size] = vnext->p;
 | 
						||
				used[vnext->next] = 1;
 | 
						||
				vnext = &(vertices[vnext->next]);
 | 
						||
				size++;
 | 
						||
			}
 | 
						||
			monotonePolys->push_back(mpoly);
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	//cleanup
 | 
						||
	delete [] vertices;
 | 
						||
	delete [] priority;
 | 
						||
	delete [] vertextypes;
 | 
						||
	delete [] edgeTreeIterators;
 | 
						||
	delete [] helpers;
 | 
						||
	delete [] used;
 | 
						||
 | 
						||
	if(error) {
 | 
						||
		return 0;
 | 
						||
	} else {
 | 
						||
		return 1;
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
//adds a diagonal to the doubly-connected list of vertices
 | 
						||
void TriangulatorPartition::AddDiagonal(MonotoneVertex *vertices, long *numvertices, long index1, long index2,
 | 
						||
					char *vertextypes, Set<ScanLineEdge>::Element **edgeTreeIterators,
 | 
						||
					Set<ScanLineEdge> *edgeTree, long *helpers)
 | 
						||
{
 | 
						||
	long newindex1,newindex2;
 | 
						||
 | 
						||
	newindex1 = *numvertices;
 | 
						||
	(*numvertices)++;
 | 
						||
	newindex2 = *numvertices;
 | 
						||
	(*numvertices)++;
 | 
						||
 | 
						||
	vertices[newindex1].p = vertices[index1].p;
 | 
						||
	vertices[newindex2].p = vertices[index2].p;
 | 
						||
 | 
						||
	vertices[newindex2].next = vertices[index2].next;
 | 
						||
	vertices[newindex1].next = vertices[index1].next;
 | 
						||
 | 
						||
	vertices[vertices[index2].next].previous = newindex2;
 | 
						||
	vertices[vertices[index1].next].previous = newindex1;
 | 
						||
 | 
						||
	vertices[index1].next = newindex2;
 | 
						||
	vertices[newindex2].previous = index1;
 | 
						||
 | 
						||
	vertices[index2].next = newindex1;
 | 
						||
	vertices[newindex1].previous = index2;
 | 
						||
 | 
						||
	//update all relevant structures
 | 
						||
	vertextypes[newindex1] = vertextypes[index1];
 | 
						||
	edgeTreeIterators[newindex1] = edgeTreeIterators[index1];
 | 
						||
	helpers[newindex1] = helpers[index1];
 | 
						||
	if(edgeTreeIterators[newindex1] != NULL)
 | 
						||
		edgeTreeIterators[newindex1]->get().index = newindex1;
 | 
						||
	vertextypes[newindex2] = vertextypes[index2];
 | 
						||
	edgeTreeIterators[newindex2] = edgeTreeIterators[index2];
 | 
						||
	helpers[newindex2] = helpers[index2];
 | 
						||
	if(edgeTreeIterators[newindex2] != NULL)
 | 
						||
		edgeTreeIterators[newindex2]->get().index = newindex2;
 | 
						||
}
 | 
						||
 | 
						||
bool TriangulatorPartition::Below(Vector2 &p1, Vector2 &p2) {
 | 
						||
	if(p1.y < p2.y) return true;
 | 
						||
	else if(p1.y == p2.y) {
 | 
						||
		if(p1.x < p2.x) return true;
 | 
						||
	}
 | 
						||
	return false;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
//sorts in the falling order of y values, if y is equal, x is used instead
 | 
						||
bool TriangulatorPartition::VertexSorter::operator() (long index1, long index2) const {
 | 
						||
	if(vertices[index1].p.y > vertices[index2].p.y) return true;
 | 
						||
	else if(vertices[index1].p.y == vertices[index2].p.y) {
 | 
						||
		if(vertices[index1].p.x > vertices[index2].p.x) return true;
 | 
						||
	}
 | 
						||
	return false;
 | 
						||
}
 | 
						||
 | 
						||
bool TriangulatorPartition::ScanLineEdge::IsConvex(const Vector2& p1, const Vector2& p2, const Vector2& p3) const {
 | 
						||
	real_t tmp;
 | 
						||
	tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
 | 
						||
	if(tmp>0) return 1;
 | 
						||
	else return 0;
 | 
						||
}
 | 
						||
 | 
						||
bool TriangulatorPartition::ScanLineEdge::operator < (const ScanLineEdge & other) const {
 | 
						||
	if(other.p1.y == other.p2.y) {
 | 
						||
		if(p1.y == p2.y) {
 | 
						||
			if(p1.y < other.p1.y) return true;
 | 
						||
			else return false;
 | 
						||
		}
 | 
						||
		if(IsConvex(p1,p2,other.p1)) return true;
 | 
						||
		else return false;
 | 
						||
	} else if(p1.y == p2.y) {
 | 
						||
		if(IsConvex(other.p1,other.p2,p1)) return false;
 | 
						||
		else return true;
 | 
						||
	} else if(p1.y < other.p1.y) {
 | 
						||
		if(IsConvex(other.p1,other.p2,p1)) return false;
 | 
						||
		else return true;
 | 
						||
	} else {
 | 
						||
		if(IsConvex(p1,p2,other.p1)) return true;
 | 
						||
		else return false;
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
//triangulates monotone polygon
 | 
						||
//O(n) time, O(n) space complexity
 | 
						||
int TriangulatorPartition::TriangulateMonotone(TriangulatorPoly *inPoly, List<TriangulatorPoly> *triangles) {
 | 
						||
	long i,i2,j,topindex,bottomindex,leftindex,rightindex,vindex;
 | 
						||
	Vector2 *points;
 | 
						||
	long numpoints;
 | 
						||
	TriangulatorPoly triangle;
 | 
						||
 | 
						||
	numpoints = inPoly->GetNumPoints();
 | 
						||
	points = inPoly->GetPoints();
 | 
						||
 | 
						||
	//trivial calses
 | 
						||
	if(numpoints < 3) return 0;
 | 
						||
	if(numpoints == 3) {
 | 
						||
		triangles->push_back(*inPoly);
 | 
						||
	}
 | 
						||
 | 
						||
	topindex = 0; bottomindex=0;
 | 
						||
	for(i=1;i<numpoints;i++) {
 | 
						||
		if(Below(points[i],points[bottomindex])) bottomindex = i;
 | 
						||
		if(Below(points[topindex],points[i])) topindex = i;
 | 
						||
	}
 | 
						||
 | 
						||
	//check if the poly is really monotone
 | 
						||
	i = topindex;
 | 
						||
	while(i!=bottomindex) {
 | 
						||
		i2 = i+1; if(i2>=numpoints) i2 = 0;
 | 
						||
		if(!Below(points[i2],points[i])) return 0;
 | 
						||
		i = i2;
 | 
						||
	}
 | 
						||
	i = bottomindex;
 | 
						||
	while(i!=topindex) {
 | 
						||
		i2 = i+1; if(i2>=numpoints) i2 = 0;
 | 
						||
		if(!Below(points[i],points[i2])) return 0;
 | 
						||
		i = i2;
 | 
						||
	}
 | 
						||
 | 
						||
	char *vertextypes = new char[numpoints];
 | 
						||
	long *priority = new long[numpoints];
 | 
						||
 | 
						||
	//merge left and right vertex chains
 | 
						||
	priority[0] = topindex;
 | 
						||
	vertextypes[topindex] = 0;
 | 
						||
	leftindex = topindex+1; if(leftindex>=numpoints) leftindex = 0;
 | 
						||
	rightindex = topindex-1; if(rightindex<0) rightindex = numpoints-1;
 | 
						||
	for(i=1;i<(numpoints-1);i++) {
 | 
						||
		if(leftindex==bottomindex) {
 | 
						||
			priority[i] = rightindex;
 | 
						||
			rightindex--; if(rightindex<0) rightindex = numpoints-1;
 | 
						||
			vertextypes[priority[i]] = -1;
 | 
						||
		} else if(rightindex==bottomindex) {
 | 
						||
			priority[i] = leftindex;
 | 
						||
			leftindex++;  if(leftindex>=numpoints) leftindex = 0;
 | 
						||
			vertextypes[priority[i]] = 1;
 | 
						||
		} else {
 | 
						||
			if(Below(points[leftindex],points[rightindex])) {
 | 
						||
				priority[i] = rightindex;
 | 
						||
				rightindex--; if(rightindex<0) rightindex = numpoints-1;
 | 
						||
				vertextypes[priority[i]] = -1;
 | 
						||
			} else {
 | 
						||
				priority[i] = leftindex;
 | 
						||
				leftindex++;  if(leftindex>=numpoints) leftindex = 0;
 | 
						||
				vertextypes[priority[i]] = 1;
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
	priority[i] = bottomindex;
 | 
						||
	vertextypes[bottomindex] = 0;
 | 
						||
 | 
						||
	long *stack = new long[numpoints];
 | 
						||
	long stackptr = 0;
 | 
						||
 | 
						||
	stack[0] = priority[0];
 | 
						||
	stack[1] = priority[1];
 | 
						||
	stackptr = 2;
 | 
						||
 | 
						||
	//for each vertex from top to bottom trim as many triangles as possible
 | 
						||
	for(i=2;i<(numpoints-1);i++) {
 | 
						||
		vindex = priority[i];
 | 
						||
		if(vertextypes[vindex]!=vertextypes[stack[stackptr-1]]) {
 | 
						||
			for(j=0;j<(stackptr-1);j++) {
 | 
						||
				if(vertextypes[vindex]==1) {
 | 
						||
					triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
 | 
						||
				} else {
 | 
						||
					triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
 | 
						||
				}
 | 
						||
				triangles->push_back(triangle);
 | 
						||
			}
 | 
						||
			stack[0] = priority[i-1];
 | 
						||
			stack[1] = priority[i];
 | 
						||
			stackptr = 2;
 | 
						||
		} else {
 | 
						||
			stackptr--;
 | 
						||
			while(stackptr>0) {
 | 
						||
				if(vertextypes[vindex]==1) {
 | 
						||
					if(IsConvex(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]])) {
 | 
						||
						triangle.Triangle(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]]);
 | 
						||
						triangles->push_back(triangle);
 | 
						||
						stackptr--;
 | 
						||
					} else {
 | 
						||
						break;
 | 
						||
					}
 | 
						||
				} else {
 | 
						||
					if(IsConvex(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]])) {
 | 
						||
						triangle.Triangle(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]]);
 | 
						||
						triangles->push_back(triangle);
 | 
						||
						stackptr--;
 | 
						||
					} else {
 | 
						||
						break;
 | 
						||
					}
 | 
						||
				}
 | 
						||
			}
 | 
						||
			stackptr++;
 | 
						||
			stack[stackptr] = vindex;
 | 
						||
			stackptr++;
 | 
						||
		}
 | 
						||
	}
 | 
						||
	vindex = priority[i];
 | 
						||
	for(j=0;j<(stackptr-1);j++) {
 | 
						||
		if(vertextypes[stack[j+1]]==1) {
 | 
						||
			triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
 | 
						||
		} else {
 | 
						||
			triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
 | 
						||
		}
 | 
						||
		triangles->push_back(triangle);
 | 
						||
	}
 | 
						||
 | 
						||
	delete [] priority;
 | 
						||
	delete [] vertextypes;
 | 
						||
	delete [] stack;
 | 
						||
 | 
						||
	return 1;
 | 
						||
}
 | 
						||
 | 
						||
int TriangulatorPartition::Triangulate_MONO(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
 | 
						||
	List<TriangulatorPoly> monotone;
 | 
						||
	List<TriangulatorPoly>::Element* iter;
 | 
						||
 | 
						||
	if(!MonotonePartition(inpolys,&monotone)) return 0;
 | 
						||
	for(iter = monotone.front(); iter;iter=iter->next()) {
 | 
						||
		if(!TriangulateMonotone(&(iter->get()),triangles)) return 0;
 | 
						||
	}
 | 
						||
	return 1;
 | 
						||
}
 | 
						||
 | 
						||
int TriangulatorPartition::Triangulate_MONO(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
 | 
						||
	List<TriangulatorPoly> polys;
 | 
						||
	polys.push_back(*poly);
 | 
						||
 | 
						||
	return Triangulate_MONO(&polys, triangles);
 | 
						||
}
 |