09aa6ba330
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.
130 lines
3.6 KiB
C++
130 lines
3.6 KiB
C++
// trinodes.cxx -- "Triangle" nodes management class
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//
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// Written by Curtis Olson, started March 1999.
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//
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// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#include "trinodes.hxx"
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// Constructor
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FGTriNodes::FGTriNodes( void ) {
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}
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// Destructor
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FGTriNodes::~FGTriNodes( void ) {
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}
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// Add a point to the point list if it doesn't already exist. Returns
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// the index (starting at zero) of the point in the list.
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int FGTriNodes::unique_add( const Point3D& p ) {
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point_list_iterator current, last;
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int counter = 0;
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// cout << p.x() << "," << p.y() << endl;
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// see if point already exists
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current = node_list.begin();
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last = node_list.end();
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for ( ; current != last; ++current ) {
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if ( close_enough(p, *current) ) {
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// cout << "found an existing match!" << endl;
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return counter;
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}
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++counter;
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}
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// add to list
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node_list.push_back( p );
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return counter;
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}
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// Add the point with no uniqueness checking
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int FGTriNodes::simple_add( const Point3D& p ) {
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node_list.push_back( p );
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return node_list.size() - 1;
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}
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// Add a point to the point list if it doesn't already exist. Returns
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// the index (starting at zero) of the point in the list. Use a
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// course proximity check
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int FGTriNodes::course_add( const Point3D& p ) {
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point_list_iterator current, last;
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int counter = 0;
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// cout << p.x() << "," << p.y() << endl;
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// see if point already exists
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current = node_list.begin();
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last = node_list.end();
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for ( ; current != last; ++current ) {
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if ( course_close_enough(p, *current) ) {
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// cout << "found an existing match!" << endl;
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return counter;
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}
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++counter;
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}
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// add to list
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node_list.push_back( p );
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return counter;
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}
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// $Log$
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// Revision 1.6 1999/03/27 05:30:15 curt
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// Handle corner nodes separately from the rest of the fitted nodes.
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// Add fitted nodes in after corners and polygon nodes since the fitted nodes
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// are less important. Subsequent nodes will "snap" to previous nodes if
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// they are "close enough."
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// Need to manually divide segments to prevent "T" intersetions which can
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// confound the triangulator. Hey, I got to use a recursive method!
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// Pass along correct triangle attributes to output file generator.
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// Do fine grained node snapping for corners and polygons, but course grain
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// node snapping for fitted terrain nodes.
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//
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// Revision 1.5 1999/03/23 22:02:54 curt
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// Refinements in naming and organization.
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//
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// Revision 1.4 1999/03/22 23:49:04 curt
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// Modifications to facilitate conversion to output format.
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//
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// Revision 1.3 1999/03/20 02:21:54 curt
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// Continue shaping the code towards triangulation bliss. Added code to
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// calculate some point guaranteed to be inside a polygon.
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//
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// Revision 1.2 1999/03/19 00:27:12 curt
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// Continued work on triangulation preparation.
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//
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// Revision 1.1 1999/03/17 23:52:00 curt
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// Initial revision.
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//
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