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use fj_math::{Scalar, Triangle, Winding};
use spade::HasPosition;
use crate::geometry;
pub fn triangulate(
points: Vec<geometry::Point<2>>,
) -> Vec<[geometry::Point<2>; 3]> {
use spade::Triangulation as _;
let triangulation = spade::DelaunayTriangulation::<_>::bulk_load(points)
.expect("Inserted invalid values into triangulation");
let mut triangles = Vec::new();
for triangle in triangulation.inner_faces() {
let [v0, v1, v2] = triangle.vertices().map(|vertex| *vertex.data());
let orientation =
Triangle::<2>::from_points([v0.native(), v1.native(), v2.native()])
.winding_direction();
let triangle = match orientation {
Winding::Ccw => [v0, v1, v2],
Winding::Cw => [v0, v2, v1],
Winding::None => {
panic!(
"Triangle returned from triangulation isn't actually a \
triangle"
);
}
};
triangles.push(triangle);
}
triangles
}
impl HasPosition for geometry::Point<2> {
type Scalar = Scalar;
fn position(&self) -> spade::Point2<Self::Scalar> {
spade::Point2 {
x: self.native().u,
y: self.native().v,
}
}
}