Added trisegs.[ch]xx tripoly.[ch]xx.
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2 changed files with 54 additions and 5 deletions
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@ -3,7 +3,8 @@ noinst_LIBRARIES = libTriangulate.a
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libTriangulate_a_SOURCES = \
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triangle.cxx triangle.hxx \
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trinodes.cxx trinodes.hxx \
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tripoly.cxx tripoly.hxx
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tripoly.cxx tripoly.hxx \
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trisegs.cxx trisegs.hxx
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INCLUDES += \
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-I$(top_builddir) \
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@ -81,7 +81,7 @@ int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
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// cout << index << endl;
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}
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poly.calc_point_inside( trinodes );
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cout << endl;
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polylist[i].push_back(poly);
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}
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}
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@ -100,13 +100,14 @@ int FGTriangle::build( const FGgpcPolyList& gpc_polys ) {
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// do actual triangulation
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int FGTriangle::do_triangulate( const FGTriPoly& poly ) {
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trinode_list node_list;
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struct triangulateio in, mid, out, vorout;
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struct triangulateio in, out;
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int counter;
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// define input points
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node_list = trinodes.get_node_list();
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in.numberofpoints = node_list.size();
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in.numberofpointattributes = 0;
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in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
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trinode_list_iterator current, last;
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@ -125,9 +126,53 @@ int FGTriangle::do_triangulate( const FGTriPoly& poly ) {
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// triangulate each of the polygon areas
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int FGTriangle::triangulate() {
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FGTriPoly poly;
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struct triangulateio in, out;
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trinode_list node_list = trinodes.get_node_list();
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// point list
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in.numberofpoints = node_list.size();
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in.numberofpointattributes = 1;
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in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
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trinode_list_iterator tn_current, tn_last;
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tn_current = node_list.begin();
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tn_last = node_list.end();
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int counter = 0;
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for ( ; tn_current != tn_last; ++tn_current ) {
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in.pointlist[counter++] = tn_current->x();
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in.pointlist[counter++] = tn_current->y();
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}
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in.pointattributelist = (REAL *) NULL;
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in.pointmarkerlist = (int *) NULL;
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// segment list
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in.numberofsegments = 0;
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tripoly_list_iterator tp_current, tp_last;
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for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
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cout << "area type = " << i << endl;
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tp_current = polylist[i].begin();
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tp_last = polylist[i].end();
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for ( ; tp_current != tp_last; ++tp_current ) {
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poly = *tp_current;
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in.numberofsegments += poly.size() + 1;
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}
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}
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in.numberofsegments = 0;
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in.numberofholes = 0;
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in.numberofregions = 1;
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in.regionlist = (REAL *) malloc(in.numberofregions * 4 * sizeof(REAL));
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in.regionlist[0] = 0.5;
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in.regionlist[1] = 5.0;
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in.regionlist[2] = 7.0; /* Regional attribute (for whole mesh). */
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in.regionlist[3] = 0.1; /* Area constraint that will not be used. */
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/*
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tripoly_list_iterator current, last;
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for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
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cout << "area type = " << i << endl;
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current = polylist[i].begin();
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@ -139,12 +184,15 @@ int FGTriangle::triangulate() {
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do_triangulate( poly );
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}
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}
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*/
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return 0;
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}
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// $Log$
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// Revision 1.6 1999/03/20 13:22:11 curt
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// Added trisegs.[ch]xx tripoly.[ch]xx.
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//
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// Revision 1.5 1999/03/20 02:21:52 curt
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// Continue shaping the code towards triangulation bliss. Added code to
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// calculate some point guaranteed to be inside a polygon.
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