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flightgear/Triangulate/trisegs.cxx
curt fc6eee819b Shuffled stl type names a bit.
Began adding support for tri-fanning (or maybe other arrangments too.)
1999-03-29 13:11:00 +00:00

197 lines
5.2 KiB
C++

// 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/fg_constants.h>
#include <Math/point3d.hxx>
#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 = 0;
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 1.5 1999/03/29 13:11:13 curt
// Shuffled stl type names a bit.
// Began adding support for tri-fanning (or maybe other arrangments too.)
//
// 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.
//