1999-03-20 13:21:36 +00:00
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// trisegs.hxx -- "Triangle" segment management class
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//
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// Written by Curtis Olson, started March 1999.
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//
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// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#ifndef _TRISEGS_HXX
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#define _TRISEGS_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <Include/compiler.h>
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#include <vector>
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1999-03-27 05:30:12 +00:00
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#include "trinodes.hxx"
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1999-03-20 13:21:36 +00:00
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FG_USING_STD(vector);
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// a segment is two integer pointers into the node list
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class FGTriSeg {
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int n1, n2;
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1999-03-20 20:32:51 +00:00
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public:
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// Constructor and destructor
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inline FGTriSeg( void ) { };
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1999-03-27 05:30:12 +00:00
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inline FGTriSeg( int i1, int i2 ) {
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n1 = i1;
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n2 = i2;
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}
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1999-03-20 20:32:51 +00:00
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inline ~FGTriSeg( void ) { };
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inline int get_n1() const { return n1; }
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inline void set_n1( int i ) { n1 = i; }
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inline int get_n2() const { return n2; }
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inline void set_n2( int i ) { n2 = i; }
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friend bool operator == (const FGTriSeg& a, const FGTriSeg& b);
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1999-03-20 13:21:36 +00:00
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};
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1999-03-20 20:32:51 +00:00
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inline bool operator == (const FGTriSeg& a, const FGTriSeg& b)
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{
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return ((a.n1 == b.n1) && (a.n2 == b.n2))
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|| ((a.n1 == b.n2) && (a.n2 == b.n1));
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}
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1999-03-20 13:21:36 +00:00
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typedef vector < FGTriSeg > triseg_list;
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typedef triseg_list::iterator triseg_list_iterator;
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typedef triseg_list::const_iterator const_triseg_list_iterator;
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class FGTriSegments {
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private:
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triseg_list seg_list;
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1999-03-27 05:30:12 +00:00
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// Divide segment if there are other points on it, return the
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// divided list of segments
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triseg_list divide_segment( const point_list& nodes,
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const FGTriSeg& s );
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1999-03-20 13:21:36 +00:00
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public:
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// Constructor and destructor
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FGTriSegments( void );
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~FGTriSegments( void );
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1999-04-05 02:16:51 +00:00
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// delete all the data out of seg_list
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inline void clear() { seg_list.clear(); }
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1999-03-27 05:30:12 +00:00
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// Add a segment to the segment list if it doesn't already exist.
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// Returns the index (starting at zero) of the segment in the
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// list.
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1999-03-20 13:21:36 +00:00
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int unique_add( const FGTriSeg& s );
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1999-03-27 05:30:12 +00:00
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// Add a segment to the segment list if it doesn't already exist.
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// Returns the index (starting at zero) of the segment in the list.
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void unique_divide_and_add( const point_list& node_list,
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const FGTriSeg& s );
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1999-03-20 13:21:36 +00:00
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// return the master node list
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inline triseg_list get_seg_list() const { return seg_list; }
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// return the ith segment
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inline FGTriSeg get_seg( int i ) const { return seg_list[i]; }
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};
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#endif // _TRISEGS_HXX
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// $Log$
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1999-04-05 21:32:32 +00:00
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// Revision 1.1 1999/04/05 21:32:43 curt
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// Initial revision
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//
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1999-04-05 02:16:51 +00:00
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// Revision 1.4 1999/04/05 02:17:14 curt
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// Dynamically update "error" until the resulting tile data scales within
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// a lower and upper bounds.
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//
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1999-03-27 05:30:12 +00:00
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// Revision 1.3 1999/03/27 05:30:18 curt
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// Handle corner nodes separately from the rest of the fitted nodes.
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// Add fitted nodes in after corners and polygon nodes since the fitted nodes
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// are less important. Subsequent nodes will "snap" to previous nodes if
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// they are "close enough."
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// Need to manually divide segments to prevent "T" intersetions which can
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// confound the triangulator. Hey, I got to use a recursive method!
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// Pass along correct triangle attributes to output file generator.
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// Do fine grained node snapping for corners and polygons, but course grain
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// node snapping for fitted terrain nodes.
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//
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1999-03-20 20:32:51 +00:00
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// Revision 1.2 1999/03/20 20:33:00 curt
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// First mostly successful tile triangulation works. There's plenty of tweaking
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// to do, but we are marching in the right direction.
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//
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1999-03-20 13:21:36 +00:00
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// Revision 1.1 1999/03/20 13:21:36 curt
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// Initial revision.
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//
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