// construct.hxx -- Class to manage the primary data used in the // construction process // // Written by Curtis Olson, started May 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. // // $Id$ #ifndef _CONSTRUCT_HXX #define _CONSTRUCT_HXX #ifndef __cplusplus # error This library requires C++ #endif #include #include STL_STRING #include #include #include #include #include FG_USING_STD(string); typedef vector < int_list > belongs_to_list; typedef belongs_to_list::iterator belongs_to_list_iterator; typedef belongs_to_list::const_iterator belongs_to_list_tripoly_iterator; class FGConstruct { private: // paths string work_base; string output_base; // detail level constraints int min_nodes; int max_nodes; // this bucket FGBucket bucket; // clipped polygons (gpc format) FGgpcPolyList clipped_polys; // raw node list (after triangulation) FGTriNodes tri_nodes; // node list in geodetic coords (with fixed elevation) point_list geod_nodes; // node list in cartesian coords (wgs84 model) point_list wgs84_nodes; // triangle elements (after triangulation) triele_list tri_elements; // edge segments (after triangulation) FGTriSegments tri_segs; // for each node, a list of triangle indices that contain this node belongs_to_list reverse_ele_lookup; // face normal list (for flat shading) point_list face_normals; // normal list (for each point) in cart coords (for smooth // shading) point_list point_normals; public: // Constructor FGConstruct(); // Destructor ~FGConstruct(); // paths inline string get_work_base() const { return work_base; } inline void set_work_base( const string s ) { work_base = s; } inline string get_output_base() const { return output_base; } inline void set_output_base( const string s ) { output_base = s; } // detail level constraints inline int get_min_nodes() const { return min_nodes; } inline void set_min_nodes( const int n ) { min_nodes = n; } inline int get_max_nodes() const { return max_nodes; } inline void set_max_nodes( const int n ) { max_nodes = n; } // this bucket inline FGBucket get_bucket() const { return bucket; } inline void set_bucket( const FGBucket b ) { bucket = b; } // clipped polygons inline FGgpcPolyList get_clipped_polys() const { return clipped_polys; } inline void set_clipped_polys( FGgpcPolyList p ) { clipped_polys = p; } // node list (after triangulation) inline FGTriNodes get_tri_nodes() const { return tri_nodes; } inline void set_tri_nodes( FGTriNodes n ) { tri_nodes = n; } // triangle elements (after triangulation) inline triele_list get_tri_elements() const { return tri_elements; } inline void set_tri_elements( triele_list e ) { tri_elements = e; } // edge segments (after triangulation) inline FGTriSegments get_tri_segs() const { return tri_segs; } inline void set_tri_segs( FGTriSegments s ) { tri_segs = s; } // node list in geodetic coords (with fixed elevation) inline point_list get_geod_nodes() const { return geod_nodes; } inline void set_geod_nodes( point_list n ) { geod_nodes = n; } // node list in cartesian coords (wgs84 model) inline point_list get_wgs84_nodes() const { return wgs84_nodes; } inline void set_wgs84_nodes( point_list n ) { wgs84_nodes = n; } // for each node, a list of triangle indices that contain this node inline belongs_to_list get_reverse_ele_lookup() const { return reverse_ele_lookup; } inline void set_reverse_ele_lookup( belongs_to_list r ) { reverse_ele_lookup = r; } // face normal list (for flat shading) inline point_list get_face_normals() const { return face_normals; } inline void set_face_normals( point_list n ) { face_normals = n; } // normal list (for each point) in cart coords (for smooth // shading) inline point_list get_point_normals() const { return point_normals; } inline void set_point_normals( point_list n ) { point_normals = n; } }; #endif // _CONSTRUCT_HXX