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Continue shaping the code towards triangulation bliss. Added code to

calculate some point guaranteed to be inside a polygon.
This commit is contained in:
curt 1999-03-20 02:21:51 +00:00
parent 453a82a030
commit 45da0562fb
5 changed files with 46 additions and 26 deletions

View file

@ -2,7 +2,8 @@ noinst_LIBRARIES = libTriangulate.a
libTriangulate_a_SOURCES = \
triangle.cxx triangle.hxx \
trinodes.cxx trinodes.hxx
trinodes.cxx trinodes.hxx \
tripoly.cxx tripoly.hxx
INCLUDES += \
-I$(top_builddir) \

View file

@ -23,6 +23,7 @@
#include "triangle.hxx"
#include "tripoly.hxx"
// Constructor
@ -38,8 +39,6 @@ FGTriangle::~FGTriangle( void ) {
// populate this class based on the specified gpc_polys list
int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
int index;
tripoly poly;
// traverse the gpc_polys and build a unified node list and a set
// of Triangle PSLG that reference the node list by index
// (starting at zero)
@ -59,7 +58,7 @@ int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
cout << "processing a polygon, contours = "
<< gpc_poly->num_contours << endl;
poly.erase(poly.begin(), poly.end());
FGTriPoly poly;
if (gpc_poly->num_contours <= 0 ) {
cout << "FATAL ERROR! no contours in this polygon" << endl;
@ -78,9 +77,11 @@ int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
gpc_poly->contour[j].vertex[k].y,
0 );
index = trinodes.unique_add( p );
poly.push_back(index);
poly.add_node(index);
// cout << index << endl;
}
poly.calc_point_inside( trinodes );
cout << endl;
polylist[i].push_back(poly);
}
}
@ -97,8 +98,8 @@ int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
// do actual triangulation
int FGTriangle::do_triangulate( const tripoly& poly ) {
point_container node_list;
int FGTriangle::do_triangulate( const FGTriPoly& poly ) {
trinode_list node_list;
struct triangulateio in, mid, out, vorout;
int counter;
@ -108,7 +109,7 @@ int FGTriangle::do_triangulate( const tripoly& poly ) {
in.numberofpoints = node_list.size();
in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
point_iterator current, last;
trinode_list_iterator current, last;
current = node_list.begin();
last = node_list.end();
counter = 0;
@ -116,12 +117,14 @@ int FGTriangle::do_triangulate( const tripoly& poly ) {
in.pointlist[counter++] = current->x();
in.pointlist[counter++] = current->y();
}
return 0;
}
// triangulate each of the polygon areas
int FGTriangle::triangulate() {
tripoly poly;
FGTriPoly poly;
tripoly_list_iterator current, last;
@ -142,6 +145,10 @@ int FGTriangle::triangulate() {
// $Log$
// Revision 1.5 1999/03/20 02:21:52 curt
// Continue shaping the code towards triangulation bliss. Added code to
// calculate some point guaranteed to be inside a polygon.
//
// Revision 1.4 1999/03/19 22:29:04 curt
// Working on preparationsn for triangulation.
//

View file

@ -1,4 +1,4 @@
// triandgle.hxx -- "Triangle" interface class
// triangle.hxx -- "Triangle" interface class
//
// Written by Curtis Olson, started March 1999.
//
@ -45,15 +45,12 @@ extern "C" {
}
#include "trinodes.hxx"
#include "tripoly.hxx"
FG_USING_STD(vector);
typedef vector < int > tripoly;
typedef tripoly::iterator tripoly_iterator;
typedef tripoly::const_iterator const_tripoly_iterator;
typedef vector < tripoly > tripoly_list;
typedef vector < FGTriPoly > tripoly_list;
typedef tripoly_list::iterator tripoly_list_iterator;
typedef tripoly_list::const_iterator const_tripoly_list_iterator;
@ -78,7 +75,7 @@ public:
int build( const FGgpcPolyList& gpc_polys );
// do actual triangulation
int do_triangulate( const tripoly& poly );
int do_triangulate( const FGTriPoly& poly );
// front end triangulator for polygon list
int triangulate();
@ -89,6 +86,10 @@ public:
// $Log$
// Revision 1.5 1999/03/20 02:21:53 curt
// Continue shaping the code towards triangulation bliss. Added code to
// calculate some point guaranteed to be inside a polygon.
//
// Revision 1.4 1999/03/19 22:29:05 curt
// Working on preparationsn for triangulation.
//

View file

@ -50,17 +50,17 @@ inline bool FGTriNodes::close_enough( const Point3D& p1, const Point3D& p2 ) {
// Add a point to the point list if it doesn't already exist. Returns
// the index (starting at zero) of the point in the list.
int FGTriNodes::unique_add( const Point3D& p ) {
point_iterator current, last;
trinode_list_iterator current, last;
int counter = 0;
// cout << p.x() << "," << p.y() << endl;
// see if point already exists
current = point_list.begin();
last = point_list.end();
current = node_list.begin();
last = node_list.end();
for ( ; current != last; ++current ) {
if ( close_enough(p, *current) ) {
cout << "found an existing match!" << endl;
// cout << "found an existing match!" << endl;
return counter;
}
@ -68,13 +68,17 @@ int FGTriNodes::unique_add( const Point3D& p ) {
}
// add to list
point_list.push_back( p );
node_list.push_back( p );
return counter;
}
// $Log$
// Revision 1.3 1999/03/20 02:21:54 curt
// Continue shaping the code towards triangulation bliss. Added code to
// calculate some point guaranteed to be inside a polygon.
//
// Revision 1.2 1999/03/19 00:27:12 curt
// Continued work on triangulation preparation.
//

View file

@ -43,16 +43,16 @@ FG_USING_STD(vector);
#define FG_PROXIMITY_EPSILON 0.000001
typedef vector < Point3D > point_container;
typedef point_container::iterator point_iterator;
typedef point_container::const_iterator const_point_iterator;
typedef vector < Point3D > trinode_list;
typedef trinode_list::iterator trinode_list_iterator;
typedef trinode_list::const_iterator const_trinode_list_iterator;
class FGTriNodes {
private:
point_container point_list;
trinode_list node_list;
// return true of the two points are "close enough" as defined by
// FG_PROXIMITY_EPSILON
@ -69,7 +69,10 @@ public:
int unique_add( const Point3D& p );
// return the master node list
inline point_container get_node_list() const { return point_list; }
inline trinode_list get_node_list() const { return node_list; }
// return the ith point
inline Point3D get_node( int i ) const { return node_list[i]; }
};
@ -77,6 +80,10 @@ public:
// $Log$
// Revision 1.3 1999/03/20 02:21:55 curt
// Continue shaping the code towards triangulation bliss. Added code to
// calculate some point guaranteed to be inside a polygon.
//
// Revision 1.2 1999/03/19 22:29:06 curt
// Working on preparationsn for triangulation.
//