godot/core/math/triangulate.cpp

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/*  triangulate.cpp                                                       */
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#include "triangulate.h"

real_t Triangulate::get_area(const Vector<Vector2> &contour) {}

/* `is_inside_triangle` decides if a point P is inside the triangle
 * defined by A, B, C. */
bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
		real_t Bx, real_t By,
		real_t Cx, real_t Cy,
		real_t Px, real_t Py,
		bool include_edges) {}

bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed) {}

bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) {}