include objects within navmesh calculation include objects within 3d mesh generation minor changes/fixes
65 lines
1.6 KiB
C++
65 lines
1.6 KiB
C++
#ifndef GEO_CONVEXHULL2_H
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#define GEO_CONVEXHULL2_H
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#include "Point2.h"
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#include <algorithm>
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#include <vector>
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/**
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* get a convex-hull around a set of 2D points
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* https://en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain
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*/
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class ConvexHull2 {
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public:
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//using namespace std;
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typedef double coord_t; // coordinate type
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typedef double coord2_t; // must be big enough to hold 2*max(|coordinate|)^2
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// 2D cross product of OA and OB vectors, i.e. z-component of their 3D cross product.
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// Returns a positive value, if OAB makes a counter-clockwise turn,
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// negative for clockwise turn, and zero if the points are collinear.
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static inline coord2_t cross(const Point2 O, const Point2 A, const Point2 B) {
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return (A.x - O.x) * (B.y - O.y) - (A.y - O.y) * (B.x - O.x);
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}
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// Returns a list of points on the convex hull in counter-clockwise order.
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// Note: the last point in the returned list is the same as the first one.
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static inline std::vector<Point2> get(std::vector<Point2> P) {
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auto comp = [] (const Point2 p1, const Point2 p2) {
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return p1.x < p2.x || (p1.x == p2.x && p1.y < p2.y);
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};
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int n = P.size(), k = 0;
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if (n == 1) return P;
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std::vector<Point2> H(2*n);
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// Sort points lexicographically
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std::sort(P.begin(), P.end(), comp);
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// Build lower hull
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for (int i = 0; i < n; ++i) {
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while (k >= 2 && cross(H[k-2], H[k-1], P[i]) <= 0) k--;
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H[k++] = P[i];
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}
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// Build upper hull
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for (int i = n-2, t = k+1; i >= 0; i--) {
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while (k >= t && cross(H[k-2], H[k-1], P[i]) <= 0) k--;
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H[k++] = P[i];
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}
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H.resize(k-1);
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return H;
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}
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};
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#endif // GEO_CONVEXHULL2_H
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