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