/** * $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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