// trisegs.cxx -- "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) #include #include #include "trinodes.hxx" #include "trisegs.hxx" // Constructor FGTriSegments::FGTriSegments( void ) { } // Destructor FGTriSegments::~FGTriSegments( void ) { } // 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 FGTriSegments::unique_add( const FGTriSeg& s ) { triseg_list_iterator current, last; int counter = 0; // cout << s.get_n1() << "," << s.get_n2() << endl; // check if segment already exists current = seg_list.begin(); last = seg_list.end(); for ( ; current != last; ++current ) { if ( s == *current ) { // cout << "found an existing segment match" << endl; return counter; } ++counter; } // add to list seg_list.push_back( s ); return counter; } // Divide segment if there are other points on it, return the divided // list of segments void FGTriSegments::unique_divide_and_add( const point_list& nodes, const FGTriSeg& s ) { Point3D p0 = nodes[ s.get_n1() ]; Point3D p1 = nodes[ s.get_n2() ]; bool found_extra = false; int extra_index; int counter; double m, b, y_err, x_err; const_point_list_iterator current, last; // bool temp = false; // if ( s == FGTriSeg( 170, 206 ) ) { // cout << "this is it!" << endl; // temp = true; // } if ( fabs(p0.x() - p1.x()) > FG_EPSILON ) { // use y = mx + b // sort these in a sensable order if ( p0.x() > p1.x() ) { Point3D tmp = p0; p0 = p1; p1 = tmp; } m = (p0.y() - p1.y()) / (p0.x() - p1.x()); b = p1.y() - m * p1.x(); // if ( temp ) { // cout << "m = " << m << " b = " << b << endl; // } current = nodes.begin(); last = nodes.end(); counter = 0; for ( ; current != last; ++current ) { if ( (current->x() > (p0.x() + FG_EPSILON)) && (current->x() < (p1.x() - FG_EPSILON)) ) { // if ( temp ) { // cout << counter << endl; // } y_err = fabs(current->y() - (m * current->x() + b)); if ( y_err < 10 * FG_EPSILON ) { cout << "FOUND EXTRA SEGMENT NODE (Y)" << endl; cout << p0 << " < " << *current << " < " << p1 << endl; found_extra = true; extra_index = counter; break; } } ++counter; } } else { // use x = constant // sort these in a sensable order if ( p0.y() > p1.y() ) { Point3D tmp = p0; p0 = p1; p1 = tmp; } current = nodes.begin(); last = nodes.end(); counter = 0; for ( ; current != last; ++current ) { // cout << counter << endl; if ( (current->y() > p0.y()) && (current->y() < p1.y()) ) { x_err = fabs(current->x() - p0.x()); if ( x_err < 10*FG_EPSILON ) { cout << "FOUND EXTRA SEGMENT NODE (X)" << endl; found_extra = true; extra_index = counter; break; } } ++counter; } } if ( found_extra ) { // recurse with two sub segments cout << "dividing " << s.get_n1() << " " << extra_index << " " << s.get_n2() << endl; unique_divide_and_add( nodes, FGTriSeg( s.get_n1(), extra_index ) ); unique_divide_and_add( nodes, FGTriSeg( extra_index, s.get_n2() ) ); } else { // this segment does not need to be divided, lets add it unique_add( s ); } } // $Log$ // Revision 1.4 1999/03/27 05:30:17 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 1.3 1999/03/23 22:02:57 curt // Refinements in naming and organization. // // Revision 1.2 1999/03/20 20:32:59 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. //