godot/thirdparty/msdfgen/core/edge-coloring.cpp


#include "edge-coloring.h"

#include <cstdlib>
#include <cmath>
#include <cstring>
#include <cfloat>
#include <vector>
#include <queue>
#include "arithmetics.hpp"

namespace msdfgen {

static bool isCorner(const Vector2 &aDir, const Vector2 &bDir, double crossThreshold) {}

static double estimateEdgeLength(const EdgeSegment *edge) {}

static void switchColor(EdgeColor &color, unsigned long long &seed, EdgeColor banned = BLACK) {}

void edgeColoringSimple(Shape &shape, double angleThreshold, unsigned long long seed) {}

struct EdgeColoringInkTrapCorner {};

void edgeColoringInkTrap(Shape &shape, double angleThreshold, unsigned long long seed) {}

// EDGE COLORING BY DISTANCE - EXPERIMENTAL IMPLEMENTATION - WORK IN PROGRESS
#define MAX_RECOLOR_STEPS
#define EDGE_DISTANCE_PRECISION

static double edgeToEdgeDistance(const EdgeSegment &a, const EdgeSegment &b, int precision) {}

static double splineToSplineDistance(EdgeSegment *const *edgeSegments, int aStart, int aEnd, int bStart, int bEnd, int precision) {}

static void colorSecondDegreeGraph(int *coloring, const int *const *edgeMatrix, int vertexCount, unsigned long long seed) {}

static int vertexPossibleColors(const int *coloring, const int *edgeVector, int vertexCount) {}

static void uncolorSameNeighbors(std::queue<int> &uncolored, int *coloring, const int *const *edgeMatrix, int vertex, int vertexCount) {}

static bool tryAddEdge(int *coloring, int *const *edgeMatrix, int vertexCount, int vertexA, int vertexB, int *coloringBuffer) {}

static int cmpDoublePtr(const void *a, const void *b) {}

void edgeColoringByDistance(Shape &shape, double angleThreshold, unsigned long long seed) {}

}