Added Box2D
This commit is contained in:
1579
external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Polygon.cpp
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1579
external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Polygon.cpp
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external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Polygon.h
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external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Polygon.h
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/*
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* Copyright (c) 2007 Eric Jordan
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_POLYGON_H
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#define B2_POLYGON_H
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#include "Box2D.h"
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#include "b2Triangle.h"
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class b2Polygon;
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int32 remainder(int32 x, int32 modulus);
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int32 TriangulatePolygon(float32* xv, float32* yv, int32 vNum, b2Triangle* results);
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bool IsEar(int32 i, float32* xv, float32* yv, int32 xvLength); //Not for external use
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int32 PolygonizeTriangles(b2Triangle* triangulated, int32 triangulatedLength, b2Polygon* polys, int32 polysLength);
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int32 DecomposeConvex(b2Polygon* p, b2Polygon* results, int32 maxPolys);
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void DecomposeConvexAndAddTo(b2Polygon* p, b2Body* bd, b2FixtureDef* prototype);
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b2Polygon ConvexHull(b2Vec2* v, int nVert);
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b2Polygon ConvexHull(float32* cloudX, float32* cloudY, int32 nVert);
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void ReversePolygon(float32* x, float32* y, int n);
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b2Polygon TraceEdge(b2Polygon* p); //For use with self-intersecting polygons, finds outline
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class b2Polygon {
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public:
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const static int32 maxVerticesPerPolygon = b2_maxPolygonVertices;
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float32* x; //vertex arrays
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float32* y;
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int32 nVertices;
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float32 area;
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bool areaIsSet;
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b2Polygon(float32* _x, float32* _y, int32 nVert);
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b2Polygon(b2Vec2* v, int32 nVert);
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b2Polygon();
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~b2Polygon();
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float32 GetArea();
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void MergeParallelEdges(float32 tolerance);
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b2Vec2* GetVertexVecs();
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b2Polygon(b2Triangle& t);
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void Set(const b2Polygon& p);
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bool IsConvex();
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bool IsCCW();
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bool IsUsable(bool printError);
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bool IsUsable();
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bool IsSimple();
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void AddTo(b2FixtureDef& pd);
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b2Polygon* Add(b2Triangle& t);
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void print(){
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printFormatted();
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// for (int32 i=0; i<nVertices; ++i){
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// printf("i: %d, x:%f, y:%f\n",i,x[i],y[i]);
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// }
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}
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void printFormatted(){
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printf("float xv[] = {");
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for (int32 i=0; i<nVertices; ++i){
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printf("%ff,",x[i]);
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}
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printf("};\nfloat yv[] = {");
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for (int32 i=0; i<nVertices; ++i){
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printf("%ff,",y[i]);
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}
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printf("};\n");
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}
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b2Polygon(const b2Polygon& p){
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nVertices = p.nVertices;
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area = p.area;
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areaIsSet = p.areaIsSet;
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x = new float32[nVertices];
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y = new float32[nVertices];
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memcpy(x, p.x, nVertices * sizeof(float32));
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memcpy(y, p.y, nVertices * sizeof(float32));
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}
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};
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const int32 MAX_CONNECTED = 32;
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const float32 COLLAPSE_DIST_SQR = FLT_EPSILON*FLT_EPSILON;//0.1f;//1000*FLT_EPSILON*1000*FLT_EPSILON;
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class b2PolyNode{
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public:
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b2Vec2 position;
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b2PolyNode* connected[MAX_CONNECTED];
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int32 nConnected;
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bool visited;
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b2PolyNode(b2Vec2& pos);
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b2PolyNode();
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void AddConnection(b2PolyNode& toMe);
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void RemoveConnection(b2PolyNode& fromMe);
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void RemoveConnectionByIndex(int32 index);
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bool IsConnectedTo(b2PolyNode& me);
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b2PolyNode* GetRightestConnection(b2PolyNode* incoming);
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b2PolyNode* GetRightestConnection(b2Vec2& incomingDir);
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};
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#endif
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77
external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Triangle.cpp
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external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Triangle.cpp
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/*
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* Copyright (c) 2007 Eric Jordan
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "b2Triangle.h"
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//Constructor automatically fixes orientation to ccw
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b2Triangle::b2Triangle(float32 x1, float32 y1, float32 x2, float32 y2, float32 x3, float32 y3){
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x = new float32[3];
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y = new float32[3];
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float32 dx1 = x2-x1;
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float32 dx2 = x3-x1;
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float32 dy1 = y2-y1;
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float32 dy2 = y3-y1;
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float32 cross = dx1*dy2-dx2*dy1;
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bool ccw = (cross>0);
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if (ccw){
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x[0] = x1; x[1] = x2; x[2] = x3;
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y[0] = y1; y[1] = y2; y[2] = y3;
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} else{
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x[0] = x1; x[1] = x3; x[2] = x2;
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y[0] = y1; y[1] = y3; y[2] = y2;
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}
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}
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b2Triangle::b2Triangle(){
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x = new float32[3];
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y = new float32[3];
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}
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b2Triangle::~b2Triangle(){
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delete[] x;
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delete[] y;
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}
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void b2Triangle::Set(const b2Triangle& toMe) {
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for (int32 i=0; i<3; ++i) {
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x[i] = toMe.x[i];
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y[i] = toMe.y[i];
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}
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}
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bool b2Triangle::IsInside(float32 _x, float32 _y){
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if (_x < x[0] && _x < x[1] && _x < x[2]) return false;
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if (_x > x[0] && _x > x[1] && _x > x[2]) return false;
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if (_y < y[0] && _y < y[1] && _y < y[2]) return false;
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if (_y > y[0] && _y > y[1] && _y > y[2]) return false;
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float32 vx2 = _x-x[0]; float32 vy2 = _y-y[0];
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float32 vx1 = x[1]-x[0]; float32 vy1 = y[1]-y[0];
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float32 vx0 = x[2]-x[0]; float32 vy0 = y[2]-y[0];
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float32 dot00 = vx0*vx0+vy0*vy0;
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float32 dot01 = vx0*vx1+vy0*vy1;
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float32 dot02 = vx0*vx2+vy0*vy2;
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float32 dot11 = vx1*vx1+vy1*vy1;
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float32 dot12 = vx1*vx2+vy1*vy2;
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float32 invDenom = 1.0f / (dot00*dot11 - dot01*dot01);
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float32 u = (dot11*dot02 - dot01*dot12)*invDenom;
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float32 v = (dot00*dot12 - dot01*dot02)*invDenom;
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return ((u>=0)&&(v>=0)&&(u+v<=1));
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}
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36
external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Triangle.h
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36
external/Box2D-2.3.1/Contributions/Utilities/ConvexDecomposition/b2Triangle.h
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/*
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* Copyright (c) 2007 Eric Jordan
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
|
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
|
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* claim that you wrote the original software. If you use this software
|
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* in a product, an acknowledgment in the product documentation would be
|
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* appreciated but is not required.
|
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_TRIANGLE_H
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#define B2_TRIANGLE_H
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#include "b2Math.h"
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class b2Triangle{
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public:
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float* x;
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float* y;
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b2Triangle();
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b2Triangle(float32 x1, float32 y1, float32 x2, float32 y2, float32 x3, float32 y3);
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~b2Triangle();
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bool IsInside(float32 _x, float32 _y);
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void Set(const b2Triangle& toMe);
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};
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#endif
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