use crate::float::triangulation::RawTriangulation;
use crate::int::triangulatable::IntTriangulatable;
use crate::int::triangulation::RawIntTriangulation;
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 Triangulatable<P: FloatPointCompatible<T>, T: FloatNumber> {
fn triangulate(&self) -> RawTriangulation<P, T>;
fn triangulate_with_steiner_points(&self, points: &[P]) -> RawTriangulation<P, T>;
}
impl<P: FloatPointCompatible<T>, T: FloatNumber> Triangulatable<P, T> for [P] {
fn triangulate(&self) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_path(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let raw = self.to_int(&adapter).triangulate();
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
fn triangulate_with_steiner_points(&self, points: &[P]) -> 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)
.triangulate_with_steiner_points(&float_points);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
}
impl<P: FloatPointCompatible<T>, T: FloatNumber> Triangulatable<P, T> for [Contour<P>] {
fn triangulate(&self) -> RawTriangulation<P, T> {
if let Some(rect) = FloatRect::with_paths(self) {
let adapter = FloatPointAdapter::<P, T>::new(rect);
let raw = self.to_int(&adapter).triangulate();
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
fn triangulate_with_steiner_points(&self, points: &[P]) -> 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)
.triangulate_with_steiner_points(&float_points);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
}
impl<P: FloatPointCompatible<T>, T: FloatNumber> Triangulatable<P, T> for [Shape<P>] {
fn triangulate(&self) -> 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).triangulate();
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
fn triangulate_with_steiner_points(&self, points: &[P]) -> 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)
.triangulate_with_steiner_points(&float_points);
RawTriangulation { raw, adapter }
} else {
RawTriangulation {
raw: RawIntTriangulation::default(),
adapter: FloatPointAdapter::<P, T>::new(FloatRect::zero()),
}
}
}
}