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https://github.com/jhasse/poly2tri.git
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added slick2D rendering
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236155e6ed
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@ -30,9 +30,93 @@
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*/
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*/
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package org.poly2tri
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package org.poly2tri
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// Based on Raimund Seidel's paper "A simple and fast incremental randomized
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// algorithm for computing trapezoidal decompositions and for triangulating polygons"
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// See also: "Computational Geometry", 3rd edition, by Mark de Berg et al, Chapter 6.2
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// "Computational Geometry in C", 2nd edition, by Joseph O'Rourke
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import org.newdawn.slick.{BasicGame, GameContainer, Graphics, Color, AppGameContainer}
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import org.newdawn.slick.geom.Polygon
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import collection.jcl.ArrayList
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// TODO: Lots of documentation!
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object Poly2Tri {
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object Poly2Tri {
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def main(args: Array[String]) {
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def main(args: Array[String]) {
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val container = new AppGameContainer(new Poly2TriDemo())
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container.setDisplayMode(800,600,false)
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container.start()
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}
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}
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}
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class Poly2TriDemo extends BasicGame("Poly2Tri") {
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var tesselator: Triangulator = null
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var quit = false
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def init(container: GameContainer) {
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testTesselator
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}
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def update(gc: GameContainer, delta: Int) {
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if(quit) gc exit
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}
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def render(container: GameContainer, g: Graphics) {
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val red = new Color(1f,0.0f,0.0f)
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val blue = new Color(0f, 0f, 1f)
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val green = new Color(0f, 1f, 0f)
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//for(t <- tesselator.allTrapezoids) {
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for(t <- tesselator.trapezoids) {
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val polygon = new Polygon()
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for(v <- t.vertices) {
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polygon.addPoint(v.x, v.y)
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}
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//g.setColor(red)
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//g.draw(polygon)
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}
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for(x <- tesselator.xMonoPoly) {
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var t = x.triangles
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for(t <- x.triangles) {
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val triangle = new Polygon()
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t.foreach(p => triangle.addPoint(p.x, p.y))
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g.setColor(green)
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g.draw(triangle)
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}
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}
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}
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override def keyPressed(key:Int, c:Char) {
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if(key == 1) quit = true
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}
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def testTesselator {
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val scale = 1.0f
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val p1 = new Point(100,300)*scale
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val p2 = new Point(400,500)*scale
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val p3 = new Point(260,200)*scale
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val p4 = new Point(600,175)*scale
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val p5 = new Point(400,300)*scale
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val p6 = new Point(650,250)*scale
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val segments = new ArrayList[Segment]
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segments += new Segment(p1, p2)
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segments += new Segment(p3, p4)
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segments += new Segment(p1, p3)
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segments += new Segment(p5, p2)
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segments += new Segment(p5, p6)
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segments += new Segment(p4, p6)
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tesselator = new Triangulator(segments)
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tesselator.process
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}
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}
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}
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@ -40,7 +40,7 @@ class TrapezoidalMap {
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// Trapezoid associated array
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// Trapezoid associated array
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val map = HashSet.empty[Trapezoid]
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val map = HashSet.empty[Trapezoid]
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// AABB margin
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// AABB margin
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var margin = 2f
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var margin = 20f
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// Bottom segment that spans multiple trapezoids
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// Bottom segment that spans multiple trapezoids
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private var bCross: Segment = null
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private var bCross: Segment = null
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@ -33,8 +33,6 @@ package org.poly2tri
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import collection.jcl.ArrayList
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import collection.jcl.ArrayList
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import scala.collection.mutable.{HashSet, Map, Stack, ListBuffer}
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import scala.collection.mutable.{HashSet, Map, Stack, ListBuffer}
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import utils.Random
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// Based on Raimund Seidel's paper "A simple and fast incremental randomized
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// Based on Raimund Seidel's paper "A simple and fast incremental randomized
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// algorithm for computing trapezoidal decompositions and for triangulating polygons"
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// algorithm for computing trapezoidal decompositions and for triangulating polygons"
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class Triangulator(var segments: ArrayList[Segment]) {
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class Triangulator(var segments: ArrayList[Segment]) {
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@ -144,6 +142,7 @@ class Triangulator(var segments: ArrayList[Segment]) {
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segs += s
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segs += s
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}
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}
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}
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}
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// This is actually important: See Seidel's paper
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Random.shuffle(segs)
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Random.shuffle(segs)
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}
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}
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}
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}
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@ -1,124 +1,13 @@
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/* Poly2Tri
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* Copyright (c) 2009, Mason Green
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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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package org.poly2tri
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package org.poly2tri
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import collection.jcl.ArrayList
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import collection.jcl.ArrayList
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import org.villane.vecmath.Vector2
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object Util {
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final def rotateLeft90(v:Vector2) = new Vector2( -v.y, v.x )
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final def rotateRight90(v:Vector2) = new Vector2(v.y, -v.x )
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final def rotate(v:Vector2, angle:Float) = {
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val cos = Math.cos(angle).asInstanceOf[Float]
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val sin = Math.sin(angle).asInstanceOf[Float]
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val u = new Vector2((cos * v.x) - (sin * v.y), (cos * v.y) + (sin * v.x))
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u
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}
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final def clamp(a: Float, low: Float, high: Float) =
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if (a < low) low
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else if (a > high) high
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else a
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final def left(a: Vector2, b: Vector2, c: Vector2) =
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((b.x - a.x)*(c.y - a.y) - (c.x - a.x)*(b.y - a.y) > 0)
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/** Melkman's Algorithm
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* www.ams.sunysb.edu/~jsbm/courses/345/melkman.pdf
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* Return a convex hull in ccw order
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*/
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def hull(V: Array[Vector2]) = {
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val n = V.length
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val D = new Array[Vector2](2 * n + 1)
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var bot = n - 2
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var top = bot + 3
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D(bot) = V(2)
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D(top) = V(2)
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if (left(V(0), V(1), V(2))) {
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D(bot+1) = V(0)
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D(bot+2) = V(1)
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} else {
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D(bot+1) = V(1)
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D(bot+2) = V(0)
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}
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var i = 3
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while(i < n) {
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while (left(D(bot), D(bot+1), V(i)) && left(D(top-1), D(top), V(i))) {
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i += 1
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}
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while (!left(D(top-1), D(top), V(i))) top -= 1
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top += 1; D(top) = V(i)
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while (!left(D(bot), D(bot+1), V(i))) bot += 1
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bot -= 1; D(bot) = V(i)
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i += 1
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}
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val H = new Array[Vector2](top - bot)
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var h = 0
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while(h < (top - bot)) {
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H(h) = D(bot + h)
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h += 1
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}
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H
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}
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def svgToWorld(points: Array[Float], scale: Float) = {
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val verts = new Array[Vector2](points.length/2)
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var i = 0
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while(i < verts.length) {
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verts(i) = worldPoint(points(i*2), points(i*2+1), scale)
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i += 1
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}
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verts
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}
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def worldPoint(x: Float, y: Float, scale: Float) = {
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val p = Vector2(x*scale, y*scale)
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p
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}
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}
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/** The object <code>Random</code> offers a default implementation
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/** The object <code>Random</code> offers a default implementation
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* of scala.util.Random and random-related convenience methods.
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* of scala.util.Random and random-related convenience methods.
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*
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*
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* @since 2.8
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* @since 2.8
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* From Scala 2.8 standard library
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*/
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*/
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object Random extends scala.util.Random {
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object Random extends scala.util.Random {
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