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Diffstat (limited to 'src/poly2tri/common/shapes.h')
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+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// Include guard
+#ifndef SHAPES_H
+#define SHAPES_H
+
+#include <vector>
+#include <cstddef>
+#include <assert.h>
+#include <cmath>
+
+namespace p2t {
+
+struct Edge;
+
+struct Point {
+
+ double x, y;
+
+ /// Default constructor does nothing (for performance).
+ Point()
+ {
+ x = 0.0;
+ y = 0.0;
+ }
+
+ /// The edges this point constitutes an upper ending point
+ std::vector<Edge*> edge_list;
+
+ /// Construct using coordinates.
+ Point(double x, double y) : x(x), y(y) {}
+
+ /// Set this point to all zeros.
+ void set_zero()
+ {
+ x = 0.0;
+ y = 0.0;
+ }
+
+ /// Set this point to some specified coordinates.
+ void set(double x_, double y_)
+ {
+ x = x_;
+ y = y_;
+ }
+
+ /// Negate this point.
+ Point operator -() const
+ {
+ Point v;
+ v.set(-x, -y);
+ return v;
+ }
+
+ /// Add a point to this point.
+ void operator +=(const Point& v)
+ {
+ x += v.x;
+ y += v.y;
+ }
+
+ /// Subtract a point from this point.
+ void operator -=(const Point& v)
+ {
+ x -= v.x;
+ y -= v.y;
+ }
+
+ /// Multiply this point by a scalar.
+ void operator *=(double a)
+ {
+ x *= a;
+ y *= a;
+ }
+
+ /// Get the length of this point (the norm).
+ double Length() const
+ {
+ return sqrt(x * x + y * y);
+ }
+
+ /// Convert this point into a unit point. Returns the Length.
+ double Normalize()
+ {
+ const double len = Length();
+ x /= len;
+ y /= len;
+ return len;
+ }
+
+};
+
+// Represents a simple polygon's edge
+struct Edge {
+
+ Point* p, *q;
+
+ /// Constructor
+ Edge(Point& p1, Point& p2) : p(&p1), q(&p2)
+ {
+ if (p1.y > p2.y) {
+ q = &p1;
+ p = &p2;
+ } else if (p1.y == p2.y) {
+ if (p1.x > p2.x) {
+ q = &p1;
+ p = &p2;
+ } else if (p1.x == p2.x) {
+ // Repeat points
+ assert(false);
+ }
+ }
+
+ q->edge_list.push_back(this);
+ }
+};
+
+// Triangle-based data structures are know to have better performance than quad-edge structures
+// See: J. Shewchuk, "Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator"
+// "Triangulations in CGAL"
+class Triangle {
+public:
+
+/// Constructor
+Triangle(Point& a, Point& b, Point& c);
+
+/// Flags to determine if an edge is a Constrained edge
+bool constrained_edge[3];
+/// Flags to determine if an edge is a Delauney edge
+bool delaunay_edge[3];
+
+Point* GetPoint(int index);
+Point* PointCW(const Point& point);
+Point* PointCCW(const Point& point);
+Point* OppositePoint(Triangle& t, const Point& p);
+
+Triangle* GetNeighbor(int index);
+void MarkNeighbor(Point* p1, Point* p2, Triangle* t);
+void MarkNeighbor(Triangle& t);
+
+void MarkConstrainedEdge(int index);
+void MarkConstrainedEdge(Edge& edge);
+void MarkConstrainedEdge(Point* p, Point* q);
+
+int Index(const Point* p) const;
+int EdgeIndex(const Point* p1, const Point* p2) const;
+
+Triangle* NeighborCW(const Point& point);
+Triangle* NeighborCCW(const Point& point);
+bool GetConstrainedEdgeCCW(const Point& p) const;
+bool GetConstrainedEdgeCW(const Point& p) const;
+void SetConstrainedEdgeCCW(const Point& p, bool ce);
+void SetConstrainedEdgeCW(const Point& p, bool ce);
+bool GetDelunayEdgeCCW(const Point& p) const;
+bool GetDelunayEdgeCW(const Point& p) const;
+void SetDelunayEdgeCCW(const Point& p, bool e);
+void SetDelunayEdgeCW(const Point& p, bool e);
+
+bool Contains(const Point* p) const;
+bool Contains(const Edge& e) const;
+bool Contains(const Point* p, const Point* q) const;
+void Legalize(Point& point);
+void Legalize(Point& opoint, Point& npoint);
+/**
+ * Clears all references to all other triangles and points
+ */
+void Clear();
+void ClearNeighbor(const Triangle *triangle);
+void ClearNeighbors();
+void ClearDelunayEdges();
+
+inline bool IsInterior() const;
+inline void IsInterior(bool b);
+
+Triangle& NeighborAcross(const Point& opoint);
+
+void DebugPrint();
+
+private:
+
+/// Triangle points
+Point* points_[3];
+/// Neighbor list
+Triangle* neighbors_[3];
+
+/// Has this triangle been marked as an interior triangle?
+bool interior_;
+};
+
+inline bool cmp(const Point* a, const Point* b)
+{
+ if (a->y < b->y) {
+ return true;
+ } else if (a->y == b->y) {
+ // Make sure q is point with greater x value
+ if (a->x < b->x) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/// Add two points_ component-wise.
+inline Point operator +(const Point& a, const Point& b)
+{
+ return Point(a.x + b.x, a.y + b.y);
+}
+
+/// Subtract two points_ component-wise.
+inline Point operator -(const Point& a, const Point& b)
+{
+ return Point(a.x - b.x, a.y - b.y);
+}
+
+/// Multiply point by scalar
+inline Point operator *(double s, const Point& a)
+{
+ return Point(s * a.x, s * a.y);
+}
+
+inline bool operator ==(const Point& a, const Point& b)
+{
+ return a.x == b.x && a.y == b.y;
+}
+
+inline bool operator !=(const Point& a, const Point& b)
+{
+ return !(a.x == b.x) && !(a.y == b.y);
+}
+
+/// Peform the dot product on two vectors.
+inline double Dot(const Point& a, const Point& b)
+{
+ return a.x * b.x + a.y * b.y;
+}
+
+/// Perform the cross product on two vectors. In 2D this produces a scalar.
+inline double Cross(const Point& a, const Point& b)
+{
+ return a.x * b.y - a.y * b.x;
+}
+
+/// Perform the cross product on a point and a scalar. In 2D this produces
+/// a point.
+inline Point Cross(const Point& a, double s)
+{
+ return Point(s * a.y, -s * a.x);
+}
+
+/// Perform the cross product on a scalar and a point. In 2D this produces
+/// a point.
+inline Point Cross(double s, const Point& a)
+{
+ return Point(-s * a.y, s * a.x);
+}
+
+inline Point* Triangle::GetPoint(int index)
+{
+ return points_[index];
+}
+
+inline Triangle* Triangle::GetNeighbor(int index)
+{
+ return neighbors_[index];
+}
+
+inline bool Triangle::Contains(const Point* p) const
+{
+ return p == points_[0] || p == points_[1] || p == points_[2];
+}
+
+inline bool Triangle::Contains(const Edge& e) const
+{
+ return Contains(e.p) && Contains(e.q);
+}
+
+inline bool Triangle::Contains(const Point* p, const Point* q) const
+{
+ return Contains(p) && Contains(q);
+}
+
+inline bool Triangle::IsInterior() const
+{
+ return interior_;
+}
+
+inline void Triangle::IsInterior(bool b)
+{
+ interior_ = b;
+}
+
+}
+
+#endif \ No newline at end of file