// triangle.hxx -- "Triangle" interface class // // Written by Curtis Olson, started March 1999. // // Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ // (Log is kept at end of this file) #ifndef _TRIANGLE_HXX #define _TRIANGLE_HXX #ifndef __cplusplus # error This library requires C++ #endif #include #include #include #include #include #define REAL double extern "C" { #include } #include "trieles.hxx" #include "trinodes.hxx" #include "tripoly.hxx" #include "trisegs.hxx" class FGTriangle { private: // list of nodes FGTriNodes in_nodes; FGTriNodes out_nodes; // list of segments FGTriSegments trisegs; // polygon list tripoly_list polylist[FG_MAX_AREA_TYPES]; // triangle list triele_list elelist; public: // Constructor and destructor FGTriangle( void ); ~FGTriangle( void ); // add nodes from the dem fit int add_nodes(); // populate this class based on the specified gpc_polys list int build( const fitnode_list& corner_list, const fitnode_list& fit_list, const FGgpcPolyList& gpc_polys ); // front end triangulator for polygon list int run_triangulate(); inline FGTriNodes get_out_nodes() const { return out_nodes; } inline triele_list get_elelist() const { return elelist; } }; #endif // _TRIANGLE_HXX // $Log$ // Revision 1.9 1999/03/27 05:30:13 curt // Handle corner nodes separately from the rest of the fitted nodes. // Add fitted nodes in after corners and polygon nodes since the fitted nodes // are less important. Subsequent nodes will "snap" to previous nodes if // they are "close enough." // Need to manually divide segments to prevent "T" intersetions which can // confound the triangulator. Hey, I got to use a recursive method! // Pass along correct triangle attributes to output file generator. // Do fine grained node snapping for corners and polygons, but course grain // node snapping for fitted terrain nodes. // // Revision 1.8 1999/03/23 22:02:52 curt // Refinements in naming and organization. // // Revision 1.7 1999/03/22 23:49:03 curt // Modifications to facilitate conversion to output format. // // Revision 1.6 1999/03/20 20:32:56 curt // First mostly successful tile triangulation works. There's plenty of tweaking // to do, but we are marching in the right direction. // // 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. // // Revision 1.3 1999/03/19 00:27:11 curt // Continued work on triangulation preparation. // // Revision 1.2 1999/03/18 04:31:12 curt // Let's not pass copies of huge structures on the stack ... ye might see a // segfault ... :-) // // Revision 1.1 1999/03/17 23:51:59 curt // Initial revision. //