/*
* Copyright (c) 2010 William Bittle http://www.dyn4j.org/
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted
* provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice, this list of conditions
* and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice, this list of conditions
* and the following disclaimer in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of dyn4j nor the names of its contributors may be used to endorse or
* promote products derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
* OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* This package contains algorithms to decompose polygons into
* {@link org.dyn4j.game2d.geometry.Convex} pieces.
* <p>
* Three implementations of the {@link org.dyn4j.game2d.geometry.decompose.Decomposer}
* interface are provided: {@link org.dyn4j.game2d.geometry.decompose.Bayazit},
* {@link org.dyn4j.game2d.geometry.decompose.EarClipping}, and
* {@link org.dyn4j.game2d.geometry.decompose.SweepLine}.
* <p>
* The {@link org.dyn4j.game2d.geometry.decompose.Bayazit} algorithm is O(nr) and finds a non-optimal
* convex decomposition.
* <p>
* The {@link org.dyn4j.game2d.geometry.decompose.EarClipping} algorithm is O(n<sup>2</sup>) and finds
* a valid triangulation, then uses the Hertel-Mehlhorn algorithm to combine triangles into convex pieces.
* This is also an non-optimal decomposition.
* <p>
* The {@link org.dyn4j.game2d.geometry.decompose.SweepLine} algorithm is O(n log n) and, like
* {@link org.dyn4j.game2d.geometry.decompose.EarClipping}, finds a valid triangulation,
* then uses the Hertel-Mehlhorn algorithm to combine triangles into convex pieces. This is also a
* non-optimal decomposition.
* <p>
* In general the algorithms will generate different decompositions. If used for pre-processing just
* choose the best result, for runtime generation, the {@link org.dyn4j.game2d.geometry.decompose.Bayazit}
* may be slower but will generally produce a better decomposition.
* <p>
* A "better" decomposition is one that contains fewer convex pieces and the convex pieces that are created
* are of better quality for simulation.
* @author William Bittle
* @version 2.2.2
* @since 2.2.0
*/
package org.dyn4j.game2d.geometry.decompose;
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