// trisegs.hxx -- "Triangle" segment management 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 _TRISEGS_HXX #define _TRISEGS_HXX #ifndef __cplusplus # error This library requires C++ #endif #include #include #include "trinodes.hxx" FG_USING_STD(vector); // a segment is two integer pointers into the node list class FGTriSeg { int n1, n2; public: // Constructor and destructor inline FGTriSeg( void ) { }; inline FGTriSeg( int i1, int i2 ) { n1 = i1; n2 = i2; } inline ~FGTriSeg( void ) { }; inline int get_n1() const { return n1; } inline void set_n1( int i ) { n1 = i; } inline int get_n2() const { return n2; } inline void set_n2( int i ) { n2 = i; } friend bool operator == (const FGTriSeg& a, const FGTriSeg& b); }; inline bool operator == (const FGTriSeg& a, const FGTriSeg& b) { return ((a.n1 == b.n1) && (a.n2 == b.n2)) || ((a.n1 == b.n2) && (a.n2 == b.n1)); } typedef vector < FGTriSeg > triseg_list; typedef triseg_list::iterator triseg_list_iterator; typedef triseg_list::const_iterator const_triseg_list_iterator; class FGTriSegments { private: triseg_list seg_list; // Divide segment if there are other points on it, return the // divided list of segments triseg_list divide_segment( const point_list& nodes, const FGTriSeg& s ); public: // Constructor and destructor FGTriSegments( void ); ~FGTriSegments( void ); // delete all the data out of seg_list inline void clear() { seg_list.clear(); } // Add a segment to the segment list if it doesn't already exist. // Returns the index (starting at zero) of the segment in the // list. int unique_add( const FGTriSeg& s ); // Add a segment to the segment list if it doesn't already exist. // Returns the index (starting at zero) of the segment in the list. void unique_divide_and_add( const point_list& node_list, const FGTriSeg& s ); // return the master node list inline triseg_list get_seg_list() const { return seg_list; } // return the ith segment inline FGTriSeg get_seg( int i ) const { return seg_list[i]; } }; #endif // _TRISEGS_HXX // $Log$ // Revision 1.1 1999/04/05 21:32:43 curt // Initial revision // // Revision 1.4 1999/04/05 02:17:14 curt // Dynamically update "error" until the resulting tile data scales within // a lower and upper bounds. // // Revision 1.3 1999/03/27 05:30:18 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 1.2 1999/03/20 20:33:00 curt // First mostly successful tile triangulation works. There's plenty of tweaking // to do, but we are marching in the right direction. // // Revision 1.1 1999/03/20 13:21:36 curt // Initial revision. //