1
0
Fork 0
flightgear/Triangulate/triangle.cxx
curt 09aa6ba330 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.
1999-03-27 05:30:12 +00:00

453 lines
15 KiB
C++

// 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.
//
// $Id$
// (Log is kept at end of this file)
#include "triangle.hxx"
#include "tripoly.hxx"
// Constructor
FGTriangle::FGTriangle( void ) {
}
// Destructor
FGTriangle::~FGTriangle( void ) {
}
// populate this class based on the specified gpc_polys list
int
FGTriangle::build( const fitnode_list& corner_list,
const fitnode_list& fit_list,
const FGgpcPolyList& gpc_polys )
{
FGTriPoly poly;
int index;
// 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_fitnode_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
gpc_polygon *gpc_poly;
const_gpcpoly_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 ) {
cout << "area type = " << i << endl;
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->num_contours << endl;
if (gpc_poly->num_contours <= 0 ) {
cout << "FATAL ERROR! no contours in this polygon" << endl;
exit(-1);
}
if (gpc_poly->num_contours > 1 ) {
cout << "FATAL ERROR! no multi-contour support" << endl;
sleep(2);
// exit(-1);
}
for ( int j = 0; j < gpc_poly->num_contours; j++ ) {
cout << " processing contour, nodes = "
<< gpc_poly->contour[j].num_vertices << endl;
poly.erase();
// sprintf(junkn, "g.%d", junkc++);
// junkfp = fopen(junkn, "w");
for ( int k = 0; k < gpc_poly->contour[j].num_vertices; k++ ) {
Point3D p( gpc_poly->contour[j].vertex[k].x,
gpc_poly->contour[j].vertex[k].y,
0 );
index = in_nodes.unique_add( p );
// junkp = in_nodes.get_node( index );
// fprintf(junkfp, "%.4f %.4f\n", junkp.x(), junkp.y());
poly.add_node(index);
// 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.calc_point_inside( in_nodes );
polylist[i].push_back(poly);
}
}
}
// 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;
point_list node_list = in_nodes.get_node_list();
for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
cout << "area type = " << i << endl;
tripoly_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.size()) - 1; ++j ) {
i1 = poly.get_pt_index( j );
i2 = poly.get_pt_index( j + 1 );
// calc_line_params(i1, i2, &m, &b);
trisegs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) );
}
i1 = poly.get_pt_index( 0 );
i2 = poly.get_pt_index( poly.size() - 1 );
// calc_line_params(i1, i2, &m, &b);
trisegs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) );
}
}
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);
}
// triangulate each of the polygon areas
int FGTriangle::run_triangulate() {
FGTriPoly 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 = trisegs.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));
tripoly_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;
p = poly.get_point_inside();
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 ) {
in.numberofregions += polylist[i].size();
}
in.regionlist = (REAL *) malloc(in.numberofregions * 4 * sizeof(REAL));
counter = 0;
for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
tripoly_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;
p = poly.get_point_inside();
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 = "pczq10Aen";
// string tri_options = "pzAen";
// string tri_options = "pczq15S400Aen";
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
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 );
}
// triangles
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;
}
// $Log$
// Revision 1.12 1999/03/27 05:30:12 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 1.11 1999/03/23 22:02:51 curt
// Refinements in naming and organization.
//
// Revision 1.10 1999/03/22 23:49:02 curt
// Modifications to facilitate conversion to output format.
//
// Revision 1.9 1999/03/21 15:48:02 curt
// Removed Dem2node from the Tools fold.
// Tweaked the triangulator options to add quality mesh refinement.
//
// Revision 1.8 1999/03/21 14:02:06 curt
// Added a mechanism to dump out the triangle structures for viewing.
// Fixed a couple bugs in first pass at triangulation.
// - needed to explicitely initialize the polygon accumulator in triangle.cxx
// before each polygon rather than depending on the default behavior.
// - Fixed a problem with region attribute propagation where I wasn't generating
// the hole points correctly.
//
// Revision 1.7 1999/03/20 20:32:55 curt
// First mostly successful tile triangulation works. There's plenty of tweaking
// to do, but we are marching in the right direction.
//
// Revision 1.6 1999/03/20 13:22:11 curt
// Added trisegs.[ch]xx tripoly.[ch]xx.
//
// Revision 1.5 1999/03/20 02:21:52 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 22:29:04 curt
// Working on preparationsn for triangulation.
//
// Revision 1.3 1999/03/19 00:27:10 curt
// Continued work on triangulation preparation.
//
// Revision 1.2 1999/03/18 04:31:11 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.
//