use crate::float::triangulation::RawTriangulation;
use crate::int::custom::IntCustomTriangulatable;
use crate::int::triangulation::RawIntTriangulation;
use crate::int::validation::Validation;
use i_overlay::i_float::adapter::FloatPointAdapter;
use i_overlay::i_float::float::compatible::FloatPointCompatible;
use i_overlay::i_float::float::number::FloatNumber;
use i_overlay::i_float::float::rect::FloatRect;
use i_overlay::i_shape::base::data::{Contour, Shape};
use i_overlay::i_shape::float::adapter::{PathToInt, ShapeToInt, ShapesToInt};
use i_overlay::i_shape::float::rect::RectInit;
pub trait CustomTriangulatable<P: FloatPointCompatible<T>, T: FloatNumber> {
fn custom_triangulate(&self, validation: Validation) -> RawTriangulation<P, T>;
fn custom_triangulate_with_steiner_points(
&self,
points: &[P],
validation: Validation,
) -> RawTriangulation<P, T>;
}
impl<P: FloatPointCompatible<T>, T: FloatNumber> CustomTriangulatable<P, T> for Contour<P> {
fn custom_triangulate(&self, validation: Validation) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_path(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let raw = self.to_int(&adapter).custom_triangulate(validation);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
fn custom_triangulate_with_steiner_points(
&self,
points: &[P],
validation: Validation,
) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_path(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let float_points = points.to_int(&adapter);
let raw = self
.to_int(&adapter)
.custom_triangulate_with_steiner_points(&float_points, validation);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
}
impl<P: FloatPointCompatible<T>, T: FloatNumber> CustomTriangulatable<P, T> for [Contour<P>] {
fn custom_triangulate(&self, validation: Validation) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_paths(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let raw = self.to_int(&adapter).custom_triangulate(validation);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
fn custom_triangulate_with_steiner_points(
&self,
points: &[P],
validation: Validation,
) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_paths(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let float_points = points.to_int(&adapter);
let raw = self
.to_int(&adapter)
.custom_triangulate_with_steiner_points(&float_points, validation);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
}
impl<P: FloatPointCompatible<T>, T: FloatNumber> CustomTriangulatable<P, T> for [Shape<P>] {
fn custom_triangulate(&self, validation: Validation) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_list_of_paths(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let raw = self.to_int(&adapter).custom_triangulate(validation);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
fn custom_triangulate_with_steiner_points(
&self,
points: &[P],
validation: Validation,
) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_list_of_paths(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let float_points = points.to_int(&adapter);
let raw = self
.to_int(&adapter)
.custom_triangulate_with_steiner_points(&float_points, validation);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
}