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BSP_Triangulate.h

/**
 * $Id: BSP_Triangulate.h,v 1.7 2005/10/28 20:18:56 intrr Exp $
 * ***** 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


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