f13b3855c1
After I clip a polygon against the more important stuff, I check the area and minimum interior angle of each of it's contours. If both (area and min interior angle) are below some threshhold I'm calling it a sliver. Then I go and look for another polygon such that result = polygon_union( poly, sliver ) yields a result that doesn't have anymore contours than the original poly. This means the sliver is adjacent to poly. So I replace poly with result (the union) and keep going.
502 lines
16 KiB
C++
502 lines
16 KiB
C++
// triangle.cxx -- "Triangle" interface 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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#include "polygon.hxx"
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#include "triangle.hxx"
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// Constructor
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FGTriangle::FGTriangle( void ) {
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}
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// Destructor
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FGTriangle::~FGTriangle( void ) {
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}
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// populate this class based on the specified gpc_polys list
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int
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FGTriangle::build( const point_list& corner_list,
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const point_list& fit_list,
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const FGPolyList& gpc_polys )
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{
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int debug_counter = 0;
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FGPolygon poly;
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int index;
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in_nodes.clear();
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in_segs.clear();
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// Point3D junkp;
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// int junkc = 0;
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// char junkn[256];
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// FILE *junkfp;
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// traverse the dem corner and fit lists and gpc_polys building a
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// unified node list and converting the polygons so that they
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// reference the node list by index (starting at zero) rather than
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// listing the points explicitely
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// first the corners since these are important
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const_point_list_iterator f_current, f_last;
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f_current = corner_list.begin();
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f_last = corner_list.end();
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for ( ; f_current != f_last; ++f_current ) {
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index = in_nodes.unique_add( *f_current );
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}
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// next process the polygons
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FGPolygon gpc_poly;
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const_poly_list_iterator current, last;
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// process polygons in priority order
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cout << "prepairing node list and polygons" << endl;
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for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
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polylist[i].clear();
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// cout << "area type = " << i << endl;
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debug_counter = 0;
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current = gpc_polys.polys[i].begin();
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last = gpc_polys.polys[i].end();
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for ( ; current != last; ++current ) {
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gpc_poly = *current;
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cout << "processing a polygon, contours = "
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<< gpc_poly.contours() << endl;
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if (gpc_poly.contours() <= 0 ) {
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cout << "FATAL ERROR! no contours in this polygon" << endl;
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exit(-1);
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}
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poly.erase();
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int j;
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for ( j = 0; j < gpc_poly.contours(); ++j ) {
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cout << " processing contour = " << j << ", nodes = "
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<< gpc_poly.contour_size( j ) << ", hole = "
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<< gpc_poly.get_hole_flag( j ) << endl;
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// sprintf(junkn, "g.%d", junkc++);
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// junkfp = fopen(junkn, "w");
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for ( int k = 0; k < gpc_poly.contour_size( j ); k++ ) {
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Point3D p = gpc_poly.get_pt( j, k );
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index = in_nodes.unique_add( p );
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// junkp = in_nodes.get_node( index );
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// fprintf(junkfp, "%.4f %.4f\n", junkp.x(), junkp.y());
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poly.add_node(j, p);
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// cout << " - " << index << endl;
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}
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// fprintf(junkfp, "%.4f %.4f\n",
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// gpc_poly->contour[j].vertex[0].x,
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// gpc_poly->contour[j].vertex[0].y);
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// fclose(junkfp);
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poly.set_hole_flag( j, gpc_poly.get_hole_flag( j ) );
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}
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for ( j = 0; j < gpc_poly.contours(); ++j ) {
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poly.calc_point_inside( j, in_nodes );
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}
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#if 0
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// temporary ... write out hole/polygon info for debugging
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for ( j = 0; j < (int)poly.contours(); ++j ) {
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char pname[256];
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sprintf(pname, "poly%02d-%02d-%02d", i, debug_counter, j);
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FILE *fp = fopen( pname, "w" );
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Point3D point;
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for ( int k = 0; k < poly.contour_size( j ); ++k ) {
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point = poly.get_pt( j, k );
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fprintf( fp, "%.6f %.6f\n", point.x(), point.y() );
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}
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point = poly.get_pt( j, 0 );
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fprintf( fp, "%.6f %.6f\n", point.x(), point.y() );
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fclose(fp);
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char hname[256];
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sprintf(hname, "hole%02d-%02d-%02d", i, debug_counter, j);
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FILE *fh = fopen( hname, "w" );
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point = poly.get_point_inside( j );
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fprintf( fh, "%.6f %.6f\n", point.x(), point.y() );
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fclose(fh);
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}
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#endif
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polylist[i].push_back( poly );
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++debug_counter;
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}
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}
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// last, do the rest of the height nodes
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f_current = fit_list.begin();
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f_last = fit_list.end();
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for ( ; f_current != f_last; ++f_current ) {
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index = in_nodes.course_add( *f_current );
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}
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for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
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if ( polylist[i].size() ) {
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cout << get_area_name((AreaType)i) << " = "
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<< polylist[i].size() << endl;
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}
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}
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// traverse the polygon lists and build the segment (edge) list
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// that is used by the "Triangle" lib.
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cout << "building segment list" << endl;
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int i1, i2;
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Point3D p1, p2;
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point_list node_list = in_nodes.get_node_list();
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for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
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cout << "area type = " << i << endl;
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poly_list_iterator tp_current, tp_last;
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tp_current = polylist[i].begin();
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tp_last = polylist[i].end();
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// process each polygon in list
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for ( ; tp_current != tp_last; ++tp_current ) {
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poly = *tp_current;
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cout << " processing a polygon with contours = "
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<< poly.contours() << endl;
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for ( int j = 0; j < (int)poly.contours(); ++j) {
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for ( int k = 0; k < (int)(poly.contour_size(j) - 1); ++k ) {
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p1 = poly.get_pt( j, k );
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p2 = poly.get_pt( j, k + 1 );
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i1 = in_nodes.find( p1 );
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i2 = in_nodes.find( p2 );
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// calc_line_params(i1, i2, &m, &b);
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in_segs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) );
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}
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p1 = poly.get_pt( j, 0 );
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p2 = poly.get_pt( j, poly.contour_size(j) - 1 );
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i1 = in_nodes.find( p1 );
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i2 = in_nodes.find( p2 );
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// calc_line_params(i1, i2, &m, &b);
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in_segs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) );
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}
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}
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}
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return 0;
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}
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// populate this class based on the specified gpc_polys list
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int FGTriangle::rebuild( FGConstruct& c ) {
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in_nodes.clear();
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in_segs.clear();
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in_nodes = c.get_tri_nodes();
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in_segs = c.get_tri_segs();
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return 0;
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}
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static void write_out_data(struct triangulateio *out) {
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FILE *node = fopen("tile.node", "w");
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fprintf(node, "%d 2 %d 0\n",
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out->numberofpoints, out->numberofpointattributes);
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for (int i = 0; i < out->numberofpoints; ++i) {
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fprintf(node, "%d %.6f %.6f %.2f\n",
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i, out->pointlist[2*i], out->pointlist[2*i + 1], 0.0);
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}
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fclose(node);
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FILE *ele = fopen("tile.ele", "w");
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fprintf(ele, "%d 3 0\n", out->numberoftriangles);
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for (int i = 0; i < out->numberoftriangles; ++i) {
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fprintf(ele, "%d ", i);
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for (int j = 0; j < out->numberofcorners; ++j) {
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fprintf(ele, "%d ", out->trianglelist[i * out->numberofcorners + j]);
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}
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for (int j = 0; j < out->numberoftriangleattributes; ++j) {
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fprintf(ele, "%.6f ",
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out->triangleattributelist[i
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* out->numberoftriangleattributes
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+ j]
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);
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}
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fprintf(ele, "\n");
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}
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fclose(ele);
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FILE *fp = fopen("tile.poly", "w");
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fprintf(fp, "0 2 1 0\n");
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fprintf(fp, "%d 0\n", out->numberofsegments);
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for (int i = 0; i < out->numberofsegments; ++i) {
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fprintf(fp, "%d %d %d\n",
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i, out->segmentlist[2*i], out->segmentlist[2*i + 1]);
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}
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fprintf(fp, "%d\n", out->numberofholes);
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for (int i = 0; i < out->numberofholes; ++i) {
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fprintf(fp, "%d %.6f %.6f\n",
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i, out->holelist[2*i], out->holelist[2*i + 1]);
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}
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fprintf(fp, "%d\n", out->numberofregions);
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for (int i = 0; i < out->numberofregions; ++i) {
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fprintf(fp, "%d %.6f %.6f %.6f\n",
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i, out->regionlist[4*i], out->regionlist[4*i + 1],
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out->regionlist[4*i + 2]);
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}
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fclose(fp);
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}
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// Front end triangulator for polygon list. Allocates and builds up
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// all the needed structures for the triangulator, runs it, copies the
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// results, and frees all the data structures used by the
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// triangulator. "pass" can be 1 or 2. 1 = first pass which
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// generates extra nodes for a better triangulation. 2 = second pass
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// after split/reassem where we don't want any extra nodes generated.
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int FGTriangle::run_triangulate( const string& angle, const int pass ) {
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FGPolygon poly;
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Point3D p;
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struct triangulateio in, out, vorout;
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int counter;
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// point list
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point_list node_list = in_nodes.get_node_list();
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in.numberofpoints = node_list.size();
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in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
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point_list_iterator tn_current, tn_last;
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tn_current = node_list.begin();
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tn_last = node_list.end();
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counter = 0;
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for ( ; tn_current != tn_last; ++tn_current ) {
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in.pointlist[counter++] = tn_current->x();
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in.pointlist[counter++] = tn_current->y();
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}
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in.numberofpointattributes = 1;
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in.pointattributelist = (REAL *) malloc(in.numberofpoints *
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in.numberofpointattributes *
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sizeof(REAL));
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for ( int i = 0; i < in.numberofpoints * in.numberofpointattributes; ++i) {
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in.pointattributelist[i] = 0.0;
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}
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in.pointmarkerlist = (int *) malloc(in.numberofpoints * sizeof(int));
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for ( int i = 0; i < in.numberofpoints; ++i) {
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in.pointmarkerlist[i] = 0;
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}
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// triangle list
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in.numberoftriangles = 0;
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// segment list
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triseg_list seg_list = in_segs.get_seg_list();
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in.numberofsegments = seg_list.size();
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in.segmentlist = (int *) malloc(in.numberofsegments * 2 * sizeof(int));
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in.segmentmarkerlist = (int *) NULL;
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triseg_list_iterator s_current, s_last;
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s_current = seg_list.begin();
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s_last = seg_list.end();
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counter = 0;
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for ( ; s_current != s_last; ++s_current ) {
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in.segmentlist[counter++] = s_current->get_n1();
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in.segmentlist[counter++] = s_current->get_n2();
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}
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// hole list (make holes for airport ignore areas)
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in.numberofholes = polylist[(int)AirportIgnoreArea].size();
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in.holelist = (REAL *) malloc(in.numberofholes * 2 * sizeof(REAL));
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poly_list_iterator h_current, h_last;
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h_current = polylist[(int)AirportIgnoreArea].begin();
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h_last = polylist[(int)AirportIgnoreArea].end();
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counter = 0;
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for ( ; h_current != h_last; ++h_current ) {
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poly = *h_current;
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for ( int j = 0; j < poly.contours(); ++j ) {
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p = poly.get_point_inside( j );
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in.holelist[counter++] = p.x();
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in.holelist[counter++] = p.y();
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}
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}
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// region list
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in.numberofregions = 0;
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for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
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poly_list_iterator h_current, h_last;
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h_current = polylist[i].begin();
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h_last = polylist[i].end();
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for ( ; h_current != h_last; ++h_current ) {
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poly = *h_current;
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for ( int j = 0; j < poly.contours(); ++j ) {
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if ( ! poly.get_hole_flag( j ) ) {
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++in.numberofregions;
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}
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}
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}
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}
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in.regionlist = (REAL *) malloc(in.numberofregions * 4 * sizeof(REAL));
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counter = 0;
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for ( int i = 0; i < FG_MAX_AREA_TYPES; ++i ) {
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poly_list_iterator h_current, h_last;
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h_current = polylist[(int)i].begin();
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h_last = polylist[(int)i].end();
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for ( ; h_current != h_last; ++h_current ) {
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poly = *h_current;
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for ( int j = 0; j < poly.contours(); ++j ) {
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if ( ! poly.get_hole_flag( j ) ) {
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p = poly.get_point_inside( j );
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cout << "Region point = " << p << endl;
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in.regionlist[counter++] = p.x(); // x coord
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in.regionlist[counter++] = p.y(); // y coord
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in.regionlist[counter++] = i; // region attribute
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in.regionlist[counter++] = -1.0; // area constraint
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// (unused)
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}
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}
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}
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}
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// prep the output structures
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out.pointlist = (REAL *) NULL; // Not needed if -N switch used.
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// Not needed if -N switch used or number of point attributes is zero:
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out.pointattributelist = (REAL *) NULL;
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out.pointmarkerlist = (int *) NULL; // Not needed if -N or -B switch used.
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out.trianglelist = (int *) NULL; // Not needed if -E switch used.
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// Not needed if -E switch used or number of triangle attributes is zero:
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out.triangleattributelist = (REAL *) NULL;
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out.neighborlist = (int *) NULL; // Needed only if -n switch used.
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// Needed only if segments are output (-p or -c) and -P not used:
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out.segmentlist = (int *) NULL;
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// Needed only if segments are output (-p or -c) and -P and -B not used:
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out.segmentmarkerlist = (int *) NULL;
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out.edgelist = (int *) NULL; // Needed only if -e switch used.
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out.edgemarkerlist = (int *) NULL; // Needed if -e used and -B not used.
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vorout.pointlist = (REAL *) NULL; // Needed only if -v switch used.
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// Needed only if -v switch used and number of attributes is not zero:
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vorout.pointattributelist = (REAL *) NULL;
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vorout.edgelist = (int *) NULL; // Needed only if -v switch used.
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vorout.normlist = (REAL *) NULL; // Needed only if -v switch used.
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// TEMPORARY
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write_out_data(&in);
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// Triangulate the points. Switches are chosen to read and write
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// a PSLG (p), preserve the convex hull (c), number everything
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// from zero (z), assign a regional attribute to each element (A),
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// and produce an edge list (e), and a triangle neighbor list (n).
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string tri_options;
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if ( pass == 1 ) {
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// use a quality value of 10 (q10) meaning no interior
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// triangle angles less than 10 degrees
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// tri_options = "pczAen";
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if ( angle == "0" ) {
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tri_options = "pczAen";
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} else {
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tri_options = "pczq" + angle + "Aen";
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}
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// // string tri_options = "pzAen";
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// // string tri_options = "pczq15S400Aen";
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} else if ( pass == 2 ) {
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// no new points on boundary (Y), no internal segment
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// splitting (YY), no quality refinement ()
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tri_options = "pczYYAen";
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} else {
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cout << "unknown pass number = " << pass
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<< " in FGTriangle::run_triangulate()" << endl;
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exit(-1);
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}
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cout << "Triangulation with options = " << tri_options << endl;
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triangulate(tri_options.c_str(), &in, &out, &vorout);
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// TEMPORARY
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// write_out_data(&out);
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// now copy the results back into the corresponding FGTriangle
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// structures
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// nodes
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out_nodes.clear();
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for ( int i = 0; i < out.numberofpoints; ++i ) {
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Point3D p( out.pointlist[2*i], out.pointlist[2*i + 1], 0.0 );
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// cout << "point = " << p << endl;
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out_nodes.simple_add( p );
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}
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// segments
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out_segs.clear();
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for ( int i = 0; i < out.numberofsegments; ++i ) {
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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;
|
|
}
|
|
|
|
|