b18c82c33b
a lower and upper bounds.
476 lines
15 KiB
C++
476 lines
15 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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// (Log is kept at end of this file)
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#include "triangle.hxx"
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#include "tripoly.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 FGgpcPolyList& gpc_polys )
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{
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FGTriPoly poly;
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int index;
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in_nodes.clear();
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trisegs.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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gpc_polygon *gpc_poly;
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const_gpcpoly_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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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->num_contours << endl;
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if (gpc_poly->num_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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if (gpc_poly->num_contours > 1 ) {
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cout << "FATAL ERROR! no multi-contour support" << endl;
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sleep(2);
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// exit(-1);
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}
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for ( int j = 0; j < gpc_poly->num_contours; j++ ) {
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cout << " processing contour, nodes = "
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<< gpc_poly->contour[j].num_vertices << endl;
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poly.erase();
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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[j].num_vertices; k++ ) {
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Point3D p( gpc_poly->contour[j].vertex[k].x,
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gpc_poly->contour[j].vertex[k].y,
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0 );
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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(index);
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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.calc_point_inside( in_nodes );
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polylist[i].push_back(poly);
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}
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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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int i1, i2;
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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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tripoly_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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for ( int j = 0; j < (int)(poly.size()) - 1; ++j ) {
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i1 = poly.get_pt_index( j );
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i2 = poly.get_pt_index( j + 1 );
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// calc_line_params(i1, i2, &m, &b);
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trisegs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) );
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}
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i1 = poly.get_pt_index( 0 );
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i2 = poly.get_pt_index( poly.size() - 1 );
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// calc_line_params(i1, i2, &m, &b);
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trisegs.unique_divide_and_add( node_list, FGTriSeg(i1, i2) );
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}
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}
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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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// triangulate each of the polygon areas
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int FGTriangle::run_triangulate() {
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FGTriPoly 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 = trisegs.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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tripoly_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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p = poly.get_point_inside();
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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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// 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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in.numberofregions += polylist[i].size();
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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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tripoly_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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p = poly.get_point_inside();
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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 (unused)
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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 = "pczq10Aen";
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// string tri_options = "pzAen";
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// string tri_options = "pczq15S400Aen";
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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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// triangles
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elelist.clear();
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int n1, n2, n3;
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double attribute;
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for ( int i = 0; i < out.numberoftriangles; i++ ) {
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n1 = out.trianglelist[i * 3];
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n2 = out.trianglelist[i * 3 + 1];
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n3 = out.trianglelist[i * 3 + 2];
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if ( out.numberoftriangleattributes > 0 ) {
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attribute = out.triangleattributelist[i];
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} else {
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attribute = 0.0;
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}
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// cout << "triangle = " << n1 << " " << n2 << " " << n3 << endl;
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elelist.push_back( FGTriEle( n1, n2, n3, attribute ) );
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}
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// free mem allocated to the "Triangle" structures
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free(in.pointlist);
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free(in.pointattributelist);
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free(in.pointmarkerlist);
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free(in.regionlist);
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free(out.pointlist);
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free(out.pointattributelist);
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free(out.pointmarkerlist);
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free(out.trianglelist);
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free(out.triangleattributelist);
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// free(out.trianglearealist);
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free(out.neighborlist);
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free(out.segmentlist);
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free(out.segmentmarkerlist);
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free(out.edgelist);
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free(out.edgemarkerlist);
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free(vorout.pointlist);
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free(vorout.pointattributelist);
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free(vorout.edgelist);
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free(vorout.normlist);
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return 0;
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}
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// $Log$
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// Revision 1.16 1999/04/05 02:17:11 curt
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// Dynamically update "error" until the resulting tile data scales within
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// a lower and upper bounds.
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//
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// Revision 1.15 1999/04/03 05:22:58 curt
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// Found a bug in dividing and adding unique verticle segments which could
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// cause the triangulator to end up in an infinite loop. Basically the code
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// was correct, but the verticle line test was a bit to selective.
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//
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// Revision 1.14 1999/03/31 23:47:09 curt
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// Debugging output tweaks.
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//
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// Revision 1.13 1999/03/29 13:11:07 curt
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// Shuffled stl type names a bit.
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// Began adding support for tri-fanning (or maybe other arrangments too.)
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//
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// Revision 1.12 1999/03/27 05:30:12 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 1.11 1999/03/23 22:02:51 curt
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// Refinements in naming and organization.
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//
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// Revision 1.10 1999/03/22 23:49:02 curt
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// Modifications to facilitate conversion to output format.
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//
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// Revision 1.9 1999/03/21 15:48:02 curt
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// Removed Dem2node from the Tools fold.
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// Tweaked the triangulator options to add quality mesh refinement.
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//
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// Revision 1.8 1999/03/21 14:02:06 curt
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// Added a mechanism to dump out the triangle structures for viewing.
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// Fixed a couple bugs in first pass at triangulation.
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// - needed to explicitely initialize the polygon accumulator in triangle.cxx
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// before each polygon rather than depending on the default behavior.
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// - Fixed a problem with region attribute propagation where I wasn't generating
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// the hole points correctly.
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//
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// Revision 1.7 1999/03/20 20:32:55 curt
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// First mostly successful tile triangulation works. There's plenty of tweaking
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// to do, but we are marching in the right direction.
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//
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// Revision 1.6 1999/03/20 13:22:11 curt
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// Added trisegs.[ch]xx tripoly.[ch]xx.
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//
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// Revision 1.5 1999/03/20 02:21:52 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 1.4 1999/03/19 22:29:04 curt
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// Working on preparationsn for triangulation.
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//
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// Revision 1.3 1999/03/19 00:27:10 curt
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// Continued work on triangulation preparation.
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//
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// Revision 1.2 1999/03/18 04:31:11 curt
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// Let's not pass copies of huge structures on the stack ... ye might see a
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// segfault ... :-)
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//
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// Revision 1.1 1999/03/17 23:51:59 curt
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// Initial revision.
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//
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