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ios/cocos2d/cocos/editor-support/spine/Triangulator.h 2.56 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * Integration of the Spine Runtimes into software or otherwise creating
   * derivative works of the Spine Runtimes is permitted under the terms and
   * conditions of Section 2 of the Spine Editor License Agreement:
   * http://esotericsoftware.com/spine-editor-license
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   *
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   * Otherwise, it is permitted to integrate the Spine Runtimes into software
   * or otherwise create derivative works of the Spine Runtimes (collectively,
   * "Products"), provided that each user of the Products must obtain their own
   * Spine Editor license and redistribution of the Products in any form must
   * include this license and copyright notice.
   *
   * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
   * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
   * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
   * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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.
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   *****************************************************************************/
  
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  #ifndef Spine_Triangulator_h
  #define Spine_Triangulator_h
  
  #include <spine/Vector.h>
  #include <spine/Pool.h>
  
  namespace spine {
  class SP_API Triangulator : public SpineObject {
  public:
  	~Triangulator();
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  	Vector<int> &triangulate(Vector<float> &vertices);
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  	Vector< Vector<float>* > &decompose(Vector<float> &vertices, Vector<int> &triangles);
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  private:
  	Vector<Vector < float>* > _convexPolygons;
  	Vector<Vector < int>* > _convexPolygonsIndices;
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  	Vector<int> _indices;
  	Vector<bool> _isConcaveArray;
  	Vector<int> _triangles;
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  	Pool <Vector<float> > _polygonPool;
  	Pool <Vector<int> > _polygonIndicesPool;
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  	static bool isConcave(int index, int vertexCount, Vector<float> &vertices, Vector<int> &indices);
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  	static bool positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y);
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  	static int winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y);
  };
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  }
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  #endif /* Spine_Triangulator_h */