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Diffstat (limited to 'intern/bsp/intern/BSP_Triangulate.h')
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+/**
+ * $Id$
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+
+#ifndef TRIANGULATE_H
+
+
+#define TRIANGULATE_H
+
+/*****************************************************************/
+/** Static class to triangulate any contour/polygon efficiently **/
+/** You should replace Vector2d with whatever your own Vector **/
+/** class might be. Does not support polygons with holes. **/
+/** Uses STL vectors to represent a dynamic array of vertices. **/
+/** This code snippet was submitted to FlipCode.com by **/
+/** John W. Ratcliff (jratcliff@verant.com) on July 22, 2000 **/
+/** I did not write the original code/algorithm for this **/
+/** this triangulator, in fact, I can't even remember where I **/
+/** found it in the first place. However, I did rework it into **/
+/** the following black-box static class so you can make easy **/
+/** use of it in your own code. Simply replace Vector2d with **/
+/** whatever your own Vector implementation might be. **/
+/*****************************************************************/
+
+
+#include <vector> // Include STL vector class.
+#include "MT_Point3.h"
+#include "BSP_MeshPrimitives.h"
+
+class MT_Plane3;
+
+class BSP_Triangulate
+{
+public:
+
+ BSP_Triangulate(
+ );
+
+ // triangulate a contour/polygon, places results in STL vector
+ // as series of triangles. IT uses the major axis of the normal
+ // to turn it into a 2d problem.
+
+ // Should chaange this to accept a point array and a list of
+ // indices into that point array. Result should be indices of those
+ // indices.
+ //
+ // MT_Point3 global_array
+ // vector<BSP_VertexInd> polygon
+ // result is vector<int> into polygon.
+
+ bool
+ Process(
+ const std::vector<BSP_MVertex> &verts,
+ const BSP_VertexList &contour,
+ const MT_Plane3 &normal,
+ std::vector<int> &result
+ );
+
+ // compute area of a contour/polygon
+ MT_Scalar
+ Area(
+ const std::vector<BSP_MVertex> &verts,
+ const BSP_VertexList &contour
+ );
+
+ // decide if point Px/Py is inside triangle defined by
+ // (Ax,Ay) (Bx,By) (Cx,Cy)
+
+ bool
+ InsideTriangle(
+ MT_Scalar Ax, MT_Scalar Ay,
+ MT_Scalar Bx, MT_Scalar By,
+ MT_Scalar Cx, MT_Scalar Cy,
+ MT_Scalar Px, MT_Scalar Py
+ );
+
+ ~BSP_Triangulate(
+ );
+
+private:
+
+ bool
+ Snip(
+ const std::vector<BSP_MVertex> &verts,
+ const BSP_VertexList &contour,
+ int u,
+ int v,
+ int w,
+ int n,
+ int *V
+ );
+
+ int m_xi;
+ int m_yi;
+
+ // Temporary storage
+
+ std::vector<int> m_V;
+
+};
+
+
+#endif
+
+