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flightgear/Triangulate/trisegs.hxx
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

135 lines
3.8 KiB
C++

// trisegs.hxx -- "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)
#ifndef _TRISEGS_HXX
#define _TRISEGS_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <Include/compiler.h>
#include <vector>
#include "trinodes.hxx"
FG_USING_STD(vector);
// a segment is two integer pointers into the node list
class FGTriSeg {
int n1, n2;
public:
// Constructor and destructor
inline FGTriSeg( void ) { };
inline FGTriSeg( int i1, int i2 ) {
n1 = i1;
n2 = i2;
}
inline ~FGTriSeg( void ) { };
inline int get_n1() const { return n1; }
inline void set_n1( int i ) { n1 = i; }
inline int get_n2() const { return n2; }
inline void set_n2( int i ) { n2 = i; }
friend bool operator == (const FGTriSeg& a, const FGTriSeg& b);
};
inline bool operator == (const FGTriSeg& a, const FGTriSeg& b)
{
return ((a.n1 == b.n1) && (a.n2 == b.n2))
|| ((a.n1 == b.n2) && (a.n2 == b.n1));
}
typedef vector < FGTriSeg > triseg_list;
typedef triseg_list::iterator triseg_list_iterator;
typedef triseg_list::const_iterator const_triseg_list_iterator;
class FGTriSegments {
private:
triseg_list seg_list;
// Divide segment if there are other points on it, return the
// divided list of segments
triseg_list divide_segment( const point_list& nodes,
const FGTriSeg& s );
public:
// Constructor and destructor
FGTriSegments( void );
~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 unique_add( const FGTriSeg& s );
// 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.
void unique_divide_and_add( const point_list& node_list,
const FGTriSeg& s );
// return the master node list
inline triseg_list get_seg_list() const { return seg_list; }
// return the ith segment
inline FGTriSeg get_seg( int i ) const { return seg_list[i]; }
};
#endif // _TRISEGS_HXX
// $Log$
// Revision 1.3 1999/03/27 05:30:18 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 1.2 1999/03/20 20:33:00 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.
//