// triangle.cxx -- "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. // // $Id$ #include "polygon.hxx" #include "triangle.hxx" // Constructor FGTriangle::FGTriangle( void ) { } // Destructor FGTriangle::~FGTriangle( void ) { } // populate this class based on the specified gpc_polys list int FGTriangle::build( const point_list& corner_list, const point_list& fit_list, const FGPolyList& gpc_polys ) { int debug_counter = 0; FGPolygon poly; int index; in_nodes.clear(); in_segs.clear(); // Point3D junkp; // int junkc = 0; // char junkn[256]; // FILE *junkfp; // traverse the dem corner and fit lists and gpc_polys building a // unified node list and converting the polygons so that they // reference the node list by index (starting at zero) rather than // listing the points explicitely // first the corners since these are important const_point_list_iterator f_current, f_last; f_current = corner_list.begin(); f_last = corner_list.end(); for ( ; f_current != f_last; ++f_current ) { index = in_nodes.unique_add( *f_current ); } // next process the polygons FGPolygon gpc_poly; const_poly_list_iterator current, last; // process polygons in priority order cout << "prepairing node list and polygons" << endl; for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) { polylist[i].clear(); // cout << "area type = " << i << endl; debug_counter = 0; current = gpc_polys.polys[i].begin(); last = gpc_polys.polys[i].end(); for ( ; current != last; ++current ) { gpc_poly = *current; cout << "processing a polygon, contours = " << gpc_poly.contours() << endl; if (gpc_poly.contours() <= 0 ) { cout << "FATAL ERROR! no contours in this polygon" << endl; exit(-1); } poly.erase(); int j; for ( j = 0; j < gpc_poly.contours(); ++j ) { cout << " processing contour = " << j << ", nodes = " << gpc_poly.contour_size( j ) << ", hole = " << gpc_poly.get_hole_flag( j ) << endl; // sprintf(junkn, "g.%d", junkc++); // junkfp = fopen(junkn, "w"); for ( int k = 0; k < gpc_poly.contour_size( j ); k++ ) { Point3D p = gpc_poly.get_pt( j, k ); index = in_nodes.unique_add( p ); // junkp = in_nodes.get_node( index ); // fprintf(junkfp, "%.4f %.4f\n", junkp.x(), junkp.y()); poly.add_node(j, p); // cout << " - " << index << endl; } // fprintf(junkfp, "%.4f %.4f\n", // gpc_poly->contour[j].vertex[0].x, // gpc_poly->contour[j].vertex[0].y); // fclose(junkfp); poly.set_hole_flag( j, gpc_poly.get_hole_flag( j ) ); } for ( j = 0; j < gpc_poly.contours(); ++j ) { poly.calc_point_inside( j, in_nodes ); } #if 0 // temporary ... write out hole/polygon info for debugging for ( j = 0; j < (int)poly.contours(); ++j ) { char pname[256]; sprintf(pname, "poly%02d-%02d-%02d", i, debug_counter, j); FILE *fp = fopen( pname, "w" ); Point3D point; for ( int k = 0; k < poly.contour_size( j ); ++k ) { point = poly.get_pt( j, k ); fprintf( fp, "%.6f %.6f\n", point.x(), point.y() ); } point = poly.get_pt( j, 0 ); fprintf( fp, "%.6f %.6f\n", point.x(), point.y() ); fclose(fp); char hname[256]; sprintf(hname, "hole%02d-%02d-%02d", i, debug_counter, j); FILE *fh = fopen( hname, "w" ); point = poly.get_point_inside( j ); fprintf( fh, "%.6f %.6f\n", point.x(), point.y() ); fclose(fh); } #endif polylist[i].push_back( poly ); ++debug_counter; } } // last, do the rest of the height nodes f_current = fit_list.begin(); f_last = fit_list.end(); for ( ; f_current != f_last; ++f_current ) { index = in_nodes.course_add( *f_current ); } for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) { if ( polylist[i].size() ) { cout << get_area_name((AreaType)i) << " = " << polylist[i].size() << endl; } } // traverse the polygon lists and build the segment (edge) list // that is used by the "Triangle" lib. int i1, i2; Point3D p1, p2; point_list node_list = in_nodes.get_node_list(); for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) { // cout << "area type = " << i << endl; poly_list_iterator tp_current, tp_last; tp_current = polylist[i].begin(); tp_last = polylist[i].end(); // process each polygon in list for ( ; tp_current != tp_last; ++tp_current ) { poly = *tp_current; for ( int j = 0; j < (int)poly.contours(); ++j) { for ( int k = 0; k < (int)(poly.contour_size(j) - 1); ++k ) { p1 = poly.get_pt( j, k ); p2 = poly.get_pt( j, k + 1 ); i1 = in_nodes.find( p1 ); i2 = in_nodes.find( p2 ); // calc_line_params(i1, i2, &m, &b); in_segs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) ); } p1 = poly.get_pt( j, 0 ); p2 = poly.get_pt( j, poly.contour_size(j) - 1 ); i1 = in_nodes.find( p1 ); i2 = in_nodes.find( p2 ); // calc_line_params(i1, i2, &m, &b); in_segs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) ); } } } return 0; } // populate this class based on the specified gpc_polys list int FGTriangle::rebuild( FGConstruct& c ) { in_nodes.clear(); in_segs.clear(); in_nodes = c.get_tri_nodes(); in_segs = c.get_tri_segs(); return 0; } static void write_out_data(struct triangulateio *out) { FILE *node = fopen("tile.node", "w"); fprintf(node, "%d 2 %d 0\n", out->numberofpoints, out->numberofpointattributes); for (int i = 0; i < out->numberofpoints; ++i) { fprintf(node, "%d %.6f %.6f %.2f\n", i, out->pointlist[2*i], out->pointlist[2*i + 1], 0.0); } fclose(node); FILE *ele = fopen("tile.ele", "w"); fprintf(ele, "%d 3 0\n", out->numberoftriangles); for (int i = 0; i < out->numberoftriangles; ++i) { fprintf(ele, "%d ", i); for (int j = 0; j < out->numberofcorners; ++j) { fprintf(ele, "%d ", out->trianglelist[i * out->numberofcorners + j]); } for (int j = 0; j < out->numberoftriangleattributes; ++j) { fprintf(ele, "%.6f ", out->triangleattributelist[i * out->numberoftriangleattributes + j] ); } fprintf(ele, "\n"); } fclose(ele); FILE *fp = fopen("tile.poly", "w"); fprintf(fp, "0 2 1 0\n"); fprintf(fp, "%d 0\n", out->numberofsegments); for (int i = 0; i < out->numberofsegments; ++i) { fprintf(fp, "%d %d %d\n", i, out->segmentlist[2*i], out->segmentlist[2*i + 1]); } fprintf(fp, "%d\n", out->numberofholes); for (int i = 0; i < out->numberofholes; ++i) { fprintf(fp, "%d %.6f %.6f\n", i, out->holelist[2*i], out->holelist[2*i + 1]); } fprintf(fp, "%d\n", out->numberofregions); for (int i = 0; i < out->numberofregions; ++i) { fprintf(fp, "%d %.6f %.6f %.6f\n", i, out->regionlist[4*i], out->regionlist[4*i + 1], out->regionlist[4*i + 2]); } fclose(fp); } // Front end triangulator for polygon list. Allocates and builds up // all the needed structures for the triangulator, runs it, copies the // results, and frees all the data structures used by the // triangulator. "pass" can be 1 or 2. 1 = first pass which // generates extra nodes for a better triangulation. 2 = second pass // after split/reassem where we don't want any extra nodes generated. int FGTriangle::run_triangulate( const string& angle, const int pass ) { FGPolygon poly; Point3D p; struct triangulateio in, out, vorout; int counter; // point list point_list node_list = in_nodes.get_node_list(); in.numberofpoints = node_list.size(); in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL)); point_list_iterator tn_current, tn_last; tn_current = node_list.begin(); tn_last = node_list.end(); counter = 0; for ( ; tn_current != tn_last; ++tn_current ) { in.pointlist[counter++] = tn_current->x(); in.pointlist[counter++] = tn_current->y(); } in.numberofpointattributes = 1; in.pointattributelist = (REAL *) malloc(in.numberofpoints * in.numberofpointattributes * sizeof(REAL)); for ( int i = 0; i < in.numberofpoints * in.numberofpointattributes; ++i) { in.pointattributelist[i] = 0.0; } in.pointmarkerlist = (int *) malloc(in.numberofpoints * sizeof(int)); for ( int i = 0; i < in.numberofpoints; ++i) { in.pointmarkerlist[i] = 0; } // triangle list in.numberoftriangles = 0; // segment list triseg_list seg_list = in_segs.get_seg_list(); in.numberofsegments = seg_list.size(); in.segmentlist = (int *) malloc(in.numberofsegments * 2 * sizeof(int)); in.segmentmarkerlist = (int *) NULL; triseg_list_iterator s_current, s_last; s_current = seg_list.begin(); s_last = seg_list.end(); counter = 0; for ( ; s_current != s_last; ++s_current ) { in.segmentlist[counter++] = s_current->get_n1(); in.segmentlist[counter++] = s_current->get_n2(); } // hole list (make holes for airport ignore areas) in.numberofholes = polylist[(int)AirportIgnoreArea].size(); in.holelist = (REAL *) malloc(in.numberofholes * 2 * sizeof(REAL)); poly_list_iterator h_current, h_last; h_current = polylist[(int)AirportIgnoreArea].begin(); h_last = polylist[(int)AirportIgnoreArea].end(); counter = 0; for ( ; h_current != h_last; ++h_current ) { poly = *h_current; for ( int j = 0; j < poly.contours(); ++j ) { p = poly.get_point_inside( j ); in.holelist[counter++] = p.x(); in.holelist[counter++] = p.y(); } } // region list in.numberofregions = 0; for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) { poly_list_iterator h_current, h_last; h_current = polylist[i].begin(); h_last = polylist[i].end(); for ( ; h_current != h_last; ++h_current ) { poly = *h_current; for ( int j = 0; j < poly.contours(); ++j ) { if ( ! poly.get_hole_flag( j ) ) { ++in.numberofregions; } } } } in.regionlist = (REAL *) malloc(in.numberofregions * 4 * sizeof(REAL)); counter = 0; for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) { poly_list_iterator h_current, h_last; h_current = polylist[(int)i].begin(); h_last = polylist[(int)i].end(); for ( ; h_current != h_last; ++h_current ) { poly = *h_current; for ( int j = 0; j < poly.contours(); ++j ) { if ( ! poly.get_hole_flag( j ) ) { p = poly.get_point_inside( j ); cout << "Region point = " << p << endl; in.regionlist[counter++] = p.x(); // x coord in.regionlist[counter++] = p.y(); // y coord in.regionlist[counter++] = i; // region attribute in.regionlist[counter++] = -1.0; // area constraint // (unused) } } } } // prep the output structures out.pointlist = (REAL *) NULL; // Not needed if -N switch used. // Not needed if -N switch used or number of point attributes is zero: out.pointattributelist = (REAL *) NULL; out.pointmarkerlist = (int *) NULL; // Not needed if -N or -B switch used. out.trianglelist = (int *) NULL; // Not needed if -E switch used. // Not needed if -E switch used or number of triangle attributes is zero: out.triangleattributelist = (REAL *) NULL; out.neighborlist = (int *) NULL; // Needed only if -n switch used. // Needed only if segments are output (-p or -c) and -P not used: out.segmentlist = (int *) NULL; // Needed only if segments are output (-p or -c) and -P and -B not used: out.segmentmarkerlist = (int *) NULL; out.edgelist = (int *) NULL; // Needed only if -e switch used. out.edgemarkerlist = (int *) NULL; // Needed if -e used and -B not used. vorout.pointlist = (REAL *) NULL; // Needed only if -v switch used. // Needed only if -v switch used and number of attributes is not zero: vorout.pointattributelist = (REAL *) NULL; vorout.edgelist = (int *) NULL; // Needed only if -v switch used. vorout.normlist = (REAL *) NULL; // Needed only if -v switch used. // TEMPORARY write_out_data(&in); // Triangulate the points. Switches are chosen to read and write // a PSLG (p), preserve the convex hull (c), number everything // from zero (z), assign a regional attribute to each element (A), // and produce an edge list (e), and a triangle neighbor list (n). string tri_options; if ( pass == 1 ) { // use a quality value of 10 (q10) meaning no interior // triangle angles less than 10 degrees // tri_options = "pczAen"; if ( angle == "0" ) { tri_options = "pczAen"; } else { tri_options = "pczq" + angle + "Aen"; } // // string tri_options = "pzAen"; // // string tri_options = "pczq15S400Aen"; } else if ( pass == 2 ) { // no new points on boundary (Y), no internal segment // splitting (YY), no quality refinement () tri_options = "pczYYAen"; } else { cout << "unknown pass number = " << pass << " in FGTriangle::run_triangulate()" << endl; exit(-1); } cout << "Triangulation with options = " << tri_options << endl; triangulate(tri_options.c_str(), &in, &out, &vorout); // TEMPORARY // write_out_data(&out); // now copy the results back into the corresponding FGTriangle // structures // nodes out_nodes.clear(); for ( int i = 0; i < out.numberofpoints; ++i ) { Point3D p( out.pointlist[2*i], out.pointlist[2*i + 1], 0.0 ); // cout << "point = " << p << endl; out_nodes.simple_add( p ); } // segments out_segs.clear(); for ( int i = 0; i < out.numberofsegments; ++i ) { out_segs.unique_add( FGTriSeg( out.segmentlist[2*i], out.segmentlist[2*i+1] ) ); } // triangles elelist.clear(); int n1, n2, n3; double attribute; for ( int i = 0; i < out.numberoftriangles; ++i ) { n1 = out.trianglelist[i * 3]; n2 = out.trianglelist[i * 3 + 1]; n3 = out.trianglelist[i * 3 + 2]; if ( out.numberoftriangleattributes > 0 ) { attribute = out.triangleattributelist[i]; } else { attribute = 0.0; } // cout << "triangle = " << n1 << " " << n2 << " " << n3 << endl; elelist.push_back( FGTriEle( n1, n2, n3, attribute ) ); } // free mem allocated to the "Triangle" structures free(in.pointlist); free(in.pointattributelist); free(in.pointmarkerlist); free(in.regionlist); free(out.pointlist); free(out.pointattributelist); free(out.pointmarkerlist); free(out.trianglelist); free(out.triangleattributelist); // free(out.trianglearealist); free(out.neighborlist); free(out.segmentlist); free(out.segmentmarkerlist); free(out.edgelist); free(out.edgemarkerlist); free(vorout.pointlist); free(vorout.pointattributelist); free(vorout.edgelist); free(vorout.normlist); return 0; }