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625 lines
21 KiB
Python
625 lines
21 KiB
Python
#
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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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# self 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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# self 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 self 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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from random import shuffle
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from math import atan2
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##
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## Based on Raimund Seidel'e paper "A simple and fast incremental randomized
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## algorithm for computing trapezoidal decompositions and for triangulating polygons"
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## (Ported from poly2tri)
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##
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# Shear transform. May effect numerical robustness
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SHEAR = 1e-6
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class Point(object):
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.next, self.prev = None, None
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def __sub__(self, other):
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if isinstance(other, Point):
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return Point(self.x - other.x, self.y - other.y)
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else:
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return Point(self.x - other, self.y - other)
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def __add__(self, other):
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if isinstance(other, Point):
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return Point(self.x + other.x, self.y + other.y)
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else:
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return Point(self.x + other, self.y + other)
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def __mul__(self, f):
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return Point(self.x * f, self.y * f)
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def __div__(self, a):
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return Point(self.x / a, self.y / a)
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def cross(self, p):
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return self.x * p.y - self.y * p.x
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def dot(self, p):
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return self.x * p.x + self.y * p.y
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def length(self):
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return sqrt(self.x * self.x + self.y * self.y)
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def normalize(self):
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return self / self.length()
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def less(self, p):
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return self.x < p.x
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def neq(self, other):
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return other.x != self.x or other.y != self.y
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def clone(self):
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return Point(self.x, self.y)
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class Edge(object):
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def __init__(self, p, q):
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self.p = p
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self.q = q
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self.slope = (q.y - p.y) / (q.x - p.x)
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self.b = p.y - (p.x * self.slope)
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self.above, self.below = None, None
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self.mpoints = []
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self.mpoints.append(p)
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self.mpoints.append(q)
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##
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## NOTE Rounding accuracy significantly effects numerical robustness!!!
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##
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def is_above(self, point):
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return (round(point.y, 2) < round(self.slope * point.x + self.b, 2))
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def is_below(self, point):
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return (round(point.y, 2) > round(self.slope * point.x + self.b, 2))
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def intersect(self, c, d):
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a = self.p
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b = self.q
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a1 = self.signed_area(a, b, d)
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a2 = self.signed_area(a, b, c)
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if a1 != 0.0 and a2 != 0.0 and (a1 * a2) < 0.0:
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a3 = self.signed_area(c, d, a)
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a4 = a3 + a2 - a1
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if a3 * a4 < 0.0:
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t = a3 / (a3 - a4)
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return a + ((b - a) * t)
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return 0.0
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def signed_area(self, a, b, c):
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return (a.x - c.x) * (b.y - c.y) - (a.y - c.y) * (b.x - c.x)
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class Trapezoid(object):
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def __init__(self, left_point, right_point, top, bottom):
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self.left_point = left_point
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self.right_point = right_point
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self.top = top
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self.bottom = bottom
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self.upper_left = None
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self.upper_right = None
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self.lower_left = None
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self.lower_right = None
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self.inside = True
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self.sink = None
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self.key = hash(self)
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def update_left(self, ul, ll):
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self.upper_left = ul
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if ul != None: ul.upper_right = self
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self.lower_left = ll
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if ll != None: ll.lower_right = self
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def update_right(self, ur, lr):
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self.upper_right = ur
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if ur != None: ur.upper_left = self
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self.lower_right = lr
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if lr != None: lr.lower_left = self
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def update_left_right(self, ul, ll, ur, lr):
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self.upper_left = ul
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if ul != None: ul.upper_right = self
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self.lower_left = ll
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if ll != None: ll.lower_right = self
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self.upper_right = ur
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if ur != None: ur.upper_left = self
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self.lower_right = lr
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if lr != None: lr.lower_left = self
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def trim_neighbors(self):
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if self.inside:
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self.inside = False
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if self.upper_left != None: self.upper_left.trim_neighbors()
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if self.lower_left != None: self.lower_left.trim_neighbors()
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if self.upper_right != None: self.upper_right.trim_neighbors()
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if self.lower_right != None: self.lower_right.trim_neighbors()
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def contains(self, point):
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return (point.x > self.left_point.x and point.x < self.right_point.x and
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self.top.is_above(point) and self.bottom.is_below(point))
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def vertices(self):
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v1 = line_intersect(self.top, self.left_point.x)
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v2 = line_intersect(self.bottom, self.left_point.x)
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v3 = line_intersect(self.bottom, self.right_point.x)
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v4 = line_intersect(self.top, self.right_point.x)
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return v1, v2, v3, v4
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def add_points(self):
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if self.left_point != self.bottom.p:
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self.bottom.mpoints.append(self.left_point.clone())
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if self.right_point != self.bottom.q:
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self.bottom.mpoints.append(self.right_point.clone())
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if self.left_point != self.top.p:
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self.top.mpoints.append(self.left_point.clone())
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if self.right_point != self.top.q:
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self.top.mpoints.append(self.right_point.clone())
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def line_intersect(edge, x):
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y = edge.slope * x + edge.b
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return x, y
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class Triangulator(object):
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def __init__(self, poly_line):
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assert len(poly_line) > 3, "Number of points must be > 3"
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self.polygons = []
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self.trapezoids = []
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self.xmono_poly = []
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self.edge_list = self.init_edges(poly_line)
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self.trapezoidal_map = TrapezoidalMap()
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self.bounding_box = self.trapezoidal_map.bounding_box(self.edge_list)
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self.query_graph = QueryGraph(isink(self.bounding_box))
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self.process()
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def triangles(self):
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triangles = []
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for p in self.polygons:
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verts = []
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for v in p:
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verts.append((v.x, v.y))
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triangles.append(verts)
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return triangles
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def trapezoid_map(self):
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return self.trapezoidal_map.map
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# Build the trapezoidal map and query graph
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def process(self):
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for edge in self.edge_list:
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traps = self.query_graph.follow_edge(edge)
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for t in traps:
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# Remove old trapezods
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del self.trapezoidal_map.map[t.key]
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# Bisect old trapezoids and create new
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cp = t.contains(edge.p)
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cq = t.contains(edge.q)
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if cp and cq:
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tlist = self.trapezoidal_map.case1(t, edge)
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self.query_graph.case1(t.sink, edge, tlist)
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elif cp and not cq:
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tlist = self.trapezoidal_map.case2(t, edge)
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self.query_graph.case2(t.sink, edge, tlist)
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elif not cp and not cq:
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tlist = self.trapezoidal_map.case3(t, edge)
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self.query_graph.case3(t.sink, edge, tlist)
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else:
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tlist = self.trapezoidal_map.case4(t, edge)
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self.query_graph.case4(t.sink, edge, tlist)
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# Add new trapezoids to map
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for t in tlist:
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self.trapezoidal_map.map[t.key] = t
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self.trapezoidal_map.clear()
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# Mark outside trapezoids w/ depth-first search
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for k, t in self.trapezoidal_map.map.items():
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self.mark_outside(t)
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# Collect interior trapezoids
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for k, t in self.trapezoidal_map.map.items():
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if t.inside:
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self.trapezoids.append(t)
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t.add_points()
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# Generate the triangles
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self.create_mountains()
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def mono_polies(self):
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polies = []
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for x in self.xmono_poly:
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polies.append(x.monoPoly)
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return polies
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def create_mountains(self):
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for edge in self.edge_list:
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if len(edge.mpoints) > 2:
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mountain = MonotoneMountain()
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points = merge_sort(edge.mpoints)
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for p in points:
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mountain.add(p)
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mountain.process()
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for t in mountain.triangles:
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self.polygons.append(t)
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self.xmono_poly.append(mountain)
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def mark_outside(self, t):
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if t.top is self.bounding_box.top or t.bottom is self.bounding_box.bottom:
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t.trim_neighbors()
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def init_edges(self, points):
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edge_list = []
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size = len(points)
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for i in range(size):
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j = i + 1 if i < size-1 else 0
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p = points[i][0], points[i][1]
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q = points[j][0], points[j][1]
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edge_list.append((p, q))
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return self.order_edges(edge_list)
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def order_edges(self, edge_list):
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edges = []
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for e in edge_list:
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p = shear_transform(e[0])
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q = shear_transform(e[1])
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if p.x > q.x:
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edges.append(Edge(q, p))
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else:
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edges.append(Edge(p, q))
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# Randomized incremental algorithm
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shuffle(edges)
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return edges
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def shear_transform(point):
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return Point(point[0] + SHEAR * point[1], point[1])
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def merge_sort(l):
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if len(l)>1 :
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lleft = merge_sort(l[:len(l)/2])
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lright = merge_sort(l[len(l)/2:])
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p1, p2, p = 0, 0, 0
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while p1<len(lleft) and p2<len(lright):
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if lleft[p1].x < lright[p2].x:
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l[p]=lleft[p1]
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p+=1
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p1+=1
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else:
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l[p]=lright[p2]
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p+=1
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p2+=1
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if p1<len(lleft):l[p:]=lleft[p1:]
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elif p2<len(lright):l[p:]=lright[p2:]
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else : print "internal error"
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return l
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class TrapezoidalMap(object):
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def __init__(self):
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self.map = {}
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self.margin = 50.0
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self.bcross = None
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self.tcross = None
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def clear(self):
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self.bcross = None
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self.tcross = None
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def case1(self, t, e):
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trapezoids = []
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trapezoids.append(Trapezoid(t.left_point, e.p, t.top, t.bottom))
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trapezoids.append(Trapezoid(e.p, e.q, t.top, e))
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trapezoids.append(Trapezoid(e.p, e.q, e, t.bottom))
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trapezoids.append(Trapezoid(e.q, t.right_point, t.top, t.bottom))
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trapezoids[0].update_left(t.upper_left, t.lower_left)
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trapezoids[1].update_left_right(trapezoids[0], None, trapezoids[3], None)
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trapezoids[2].update_left_right(None, trapezoids[0], None, trapezoids[3])
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trapezoids[3].update_right(t.upper_right, t.lower_right)
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return trapezoids
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def case2(self, t, e):
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rp = e.q if e.q.x == t.right_point.x else t.right_point
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trapezoids = []
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trapezoids.append(Trapezoid(t.left_point, e.p, t.top, t.bottom))
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trapezoids.append(Trapezoid(e.p, rp, t.top, e))
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trapezoids.append(Trapezoid(e.p, rp, e, t.bottom))
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trapezoids[0].update_left(t.upper_left, t.lower_left)
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trapezoids[1].update_left_right(trapezoids[0], None, t.upper_right, None)
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trapezoids[2].update_left_right(None, trapezoids[0], None, t.lower_right)
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self.bcross = t.bottom
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self.tcross = t.top
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e.above = trapezoids[1]
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e.below = trapezoids[2]
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return trapezoids
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def case3(self, t, e):
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lp = e.p if e.p.x == t.left_point.x else t.left_point
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rp = e.q if e.q.x == t.right_point.x else t.right_point
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trapezoids = []
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if self.tcross is t.top:
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trapezoids.append(t.upper_left)
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trapezoids[0].update_right(t.upper_right, None)
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trapezoids[0].right_point = rp
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else:
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trapezoids.append(Trapezoid(lp, rp, t.top, e))
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trapezoids[0].update_left_right(t.upper_left, e.above, t.upper_right, None)
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if self.bcross is t.bottom:
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trapezoids.append(t.lower_left)
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trapezoids[1].update_right(None, t.lower_right)
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trapezoids[1].right_point = rp
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else:
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trapezoids.append(Trapezoid(lp, rp, e, t.bottom))
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trapezoids[1].update_left_right(e.below, t.lower_left, None, t.lower_right)
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self.bcross = t.bottom
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self.tcross = t.top
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e.above = trapezoids[0]
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e.below = trapezoids[1]
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return trapezoids
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def case4(self, t, e):
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lp = e.p if e.p.x == t.left_point.x else t.left_point
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trapezoids = []
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if self.tcross is t.top:
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trapezoids.append(t.upper_left)
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trapezoids[0].right_point = e.q
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else:
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trapezoids.append(Trapezoid(lp, e.q, t.top, e))
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trapezoids[0].update_left(t.upper_left, e.above)
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if self.bcross is t.bottom:
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trapezoids.append(t.lower_left)
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trapezoids[1].right_point = e.q
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else:
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trapezoids.append(Trapezoid(lp, e.q, e, t.bottom))
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trapezoids[1].update_left(e.below, t.lower_left)
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trapezoids.append(Trapezoid(e.q, t.right_point, t.top, t.bottom))
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trapezoids[2].update_left_right(trapezoids[0], trapezoids[1], t.upper_right, t.lower_right)
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return trapezoids
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def bounding_box(self, edges):
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margin = self.margin
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max = edges[0].p + margin
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min = edges[0].q - margin
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for e in edges:
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if e.p.x > max.x: max = Point(e.p.x + margin, max.y)
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if e.p.y > max.y: max = Point(max.x, e.p.y + margin)
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if e.q.x > max.x: max = Point(e.q.x + margin, max.y)
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if e.q.y > max.y: max = Point(max.x, e.q.y + margin)
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if e.p.x < min.x: min = Point(e.p.x - margin, min.y)
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if e.p.y < min.y: min = Point(min.x, e.p.y - margin)
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if e.q.x < min.x: min = Point(e.q.x - margin, min.y)
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if e.q.y < min.y: min = Point(min.x, e.q.y - margin)
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top = Edge(Point(min.x, max.y), Point(max.x, max.y))
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bottom = Edge(Point(min.x, min.y), Point(max.x, min.y))
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left = top.p
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right = top.q
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trap = Trapezoid(left, right, top, bottom)
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self.map[trap.key] = trap
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return trap
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class Node(object):
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def __init__(self, lchild, rchild):
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self.parent_list = []
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self.lchild = lchild
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self.rchild = rchild
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if lchild != None:
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lchild.parent_list.append(self)
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if rchild != None:
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rchild.parent_list.append(self)
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def replace(self, node):
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for parent in node.parent_list:
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if parent.lchild is node:
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parent.lchild = self
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else:
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parent.rchild = self
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self.parent_list += node.parent_list
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class Sink(Node):
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def __init__(self, trapezoid):
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super(Sink, self).__init__(None, None)
|
|
self.trapezoid = trapezoid
|
|
trapezoid.sink = self
|
|
|
|
def locate(self, edge):
|
|
return self
|
|
|
|
def isink(trapezoid):
|
|
if trapezoid.sink is None:
|
|
return Sink(trapezoid)
|
|
return trapezoid.sink
|
|
|
|
class XNode(Node):
|
|
|
|
def __init__(self, point, lchild, rchild):
|
|
super(XNode, self).__init__(lchild, rchild)
|
|
self.point = point
|
|
|
|
def locate(self, edge):
|
|
if edge.p.x >= self.point.x:
|
|
return self.rchild.locate(edge)
|
|
return self.lchild.locate(edge)
|
|
|
|
class YNode(Node):
|
|
|
|
def __init__(self, edge, lchild, rchild):
|
|
super(YNode, self).__init__(lchild, rchild)
|
|
self.edge = edge
|
|
|
|
def locate(self, edge):
|
|
if self.edge.is_above(edge.p):
|
|
return self.rchild.locate(edge)
|
|
if self.edge.is_below(edge.p):
|
|
return self.lchild.locate(edge)
|
|
if edge.slope < self.edge.slope:
|
|
return self.rchild.locate(edge)
|
|
return self.lchild.locate(edge)
|
|
|
|
class QueryGraph:
|
|
|
|
def __init__(self, head):
|
|
self.head = head
|
|
|
|
def locate(self, edge):
|
|
return self.head.locate(edge).trapezoid
|
|
|
|
def follow_edge(self, edge):
|
|
trapezoids = [self.locate(edge)]
|
|
while(edge.q.x > trapezoids[-1].right_point.x):
|
|
if edge.is_above(trapezoids[-1].right_point):
|
|
trapezoids.append(trapezoids[-1].upper_right)
|
|
else:
|
|
trapezoids.append(trapezoids[-1].lower_right)
|
|
return trapezoids
|
|
|
|
def replace(self, sink, node):
|
|
if sink.parent_list:
|
|
node.replace(sink)
|
|
else:
|
|
self.head = node
|
|
|
|
def case1(self, sink, edge, tlist):
|
|
yNode = YNode(edge, isink(tlist[1]), isink(tlist[2]))
|
|
qNode = XNode(edge.q, yNode, isink(tlist[3]))
|
|
pNode = XNode(edge.p, isink(tlist[0]), qNode)
|
|
self.replace(sink, pNode)
|
|
|
|
def case2(self, sink, edge, tlist):
|
|
yNode = YNode(edge, isink(tlist[1]), isink(tlist[2]))
|
|
pNode = XNode(edge.p, isink(tlist[0]), yNode)
|
|
self.replace(sink, pNode)
|
|
|
|
def case3(self, sink, edge, tlist):
|
|
yNode = YNode(edge, isink(tlist[0]), isink(tlist[1]))
|
|
self.replace(sink, yNode)
|
|
|
|
def case4(self, sink, edge, tlist):
|
|
yNode = YNode(edge, isink(tlist[0]), isink(tlist[1]))
|
|
qNode = XNode(edge.q, yNode, isink(tlist[2]))
|
|
self.replace(sink, qNode)
|
|
|
|
PI_SLOP = 3.1
|
|
|
|
class MonotoneMountain:
|
|
|
|
def __init__(self):
|
|
self.size = 0
|
|
self.tail = None
|
|
self.head = None
|
|
self.positive = False
|
|
self.convex_points = []
|
|
self.mono_poly = []
|
|
self.triangles = []
|
|
self.convex_polies = []
|
|
|
|
def add(self, point):
|
|
if self.size is 0:
|
|
self.head = point
|
|
self.size = 1
|
|
elif self.size is 1:
|
|
if point.neq(self.head):
|
|
self.tail = point
|
|
self.tail.prev = self.head
|
|
self.head.next = self.tail
|
|
self.size = 2
|
|
else:
|
|
if point.neq(self.tail):
|
|
self.tail.next = point
|
|
point.prev = self.tail
|
|
self.tail = point
|
|
self.size += 1
|
|
|
|
def remove(self, point):
|
|
next = point.next
|
|
prev = point.prev
|
|
point.prev.next = next
|
|
point.next.prev = prev
|
|
self.size -= 1
|
|
|
|
def process(self):
|
|
self.positive = self.angle_sign()
|
|
self.gen_mono_poly()
|
|
p = self.head.next
|
|
while p != self.tail:
|
|
a = self.angle(p)
|
|
if a >= PI_SLOP or a <= -PI_SLOP or a == 0:
|
|
self.remove(p)
|
|
elif self.is_convex(p):
|
|
self.convex_points.append(p)
|
|
p = p.next
|
|
self.triangulate()
|
|
|
|
def triangulate(self):
|
|
while self.convex_points:
|
|
ear = self.convex_points.pop(0)
|
|
a = ear.prev
|
|
b = ear
|
|
c = ear.next
|
|
triangle = (a, b, c)
|
|
self.triangles.append(triangle)
|
|
self.remove(ear)
|
|
if self.valid(a):
|
|
self.convex_points.append(a)
|
|
if self.valid(c):
|
|
self.convex_points.append(c)
|
|
#assert self.size <= 3, "Triangulation bug, please report"
|
|
|
|
def valid(self, p):
|
|
return p != self.head and p != self.tail and self.is_convex(p)
|
|
|
|
def gen_mono_poly(self):
|
|
p = self.head
|
|
while(p != None):
|
|
self.mono_poly.append(p)
|
|
p = p.next
|
|
|
|
def angle(self, p):
|
|
a = p.next - p
|
|
b = p.prev - p
|
|
return atan2(a.cross(b), a.dot(b))
|
|
|
|
def angle_sign(self):
|
|
a = self.head.next - self.head
|
|
b = self.tail - self.head
|
|
return atan2(a.cross(b), a.dot(b)) >= 0
|
|
|
|
def is_convex(self, p):
|
|
if self.positive != (self.angle(p) >= 0):
|
|
return False
|
|
return True |