bcb6638535
cause the triangulator to end up in an infinite loop. Basically the code was correct, but the verticle line test was a bit to selective.
211 lines
5.8 KiB
C++
211 lines
5.8 KiB
C++
// trisegs.cxx -- "Triangle" segment 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 <Include/fg_constants.h>
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#include <Math/point3d.hxx>
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#include "trinodes.hxx"
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#include "trisegs.hxx"
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// Constructor
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FGTriSegments::FGTriSegments( void ) {
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}
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// Destructor
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FGTriSegments::~FGTriSegments( void ) {
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}
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// Add a segment to the segment list if it doesn't already exist.
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// Returns the index (starting at zero) of the segment in the list.
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int FGTriSegments::unique_add( const FGTriSeg& s )
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{
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triseg_list_iterator current, last;
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int counter = 0;
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// cout << s.get_n1() << "," << s.get_n2() << endl;
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// check if segment already exists
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current = seg_list.begin();
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last = seg_list.end();
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for ( ; current != last; ++current ) {
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if ( s == *current ) {
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// cout << "found an existing segment 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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seg_list.push_back( s );
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return counter;
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}
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// Divide segment if there are other points on it, return the divided
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// list of segments
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void FGTriSegments::unique_divide_and_add( const point_list& nodes,
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const FGTriSeg& s )
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{
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Point3D p0 = nodes[ s.get_n1() ];
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Point3D p1 = nodes[ s.get_n2() ];
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bool found_extra = false;
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int extra_index = 0;
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int counter;
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double m, b, y_err, x_err;
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const_point_list_iterator current, last;
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// bool temp = false;
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// if ( s == FGTriSeg( 170, 206 ) ) {
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// cout << "this is it!" << endl;
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// temp = true;
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// }
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if ( fabs(p0.x() - p1.x()) > 3 * FG_EPSILON ) {
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// use y = mx + b
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// sort these in a sensable order
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if ( p0.x() > p1.x() ) {
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Point3D tmp = p0;
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p0 = p1;
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p1 = tmp;
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}
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m = (p0.y() - p1.y()) / (p0.x() - p1.x());
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b = p1.y() - m * p1.x();
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// if ( temp ) {
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// cout << "m = " << m << " b = " << b << endl;
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// }
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current = nodes.begin();
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last = nodes.end();
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counter = 0;
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for ( ; current != last; ++current ) {
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if ( (current->x() > (p0.x() + FG_EPSILON))
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&& (current->x() < (p1.x() - FG_EPSILON)) ) {
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// if ( temp ) {
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// cout << counter << endl;
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// }
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y_err = fabs(current->y() - (m * current->x() + b));
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if ( y_err < 10 * FG_EPSILON ) {
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cout << "FOUND EXTRA SEGMENT NODE (Y)" << endl;
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cout << p0 << " < " << *current << " < "
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<< p1 << endl;
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found_extra = true;
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extra_index = counter;
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break;
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}
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}
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++counter;
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}
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} else {
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// use x = constant
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// cout << "FOUND VERTICLE SEGMENT" << endl;
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// sort these in a sensable order
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if ( p0.y() > p1.y() ) {
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Point3D tmp = p0;
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p0 = p1;
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p1 = tmp;
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}
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// cout << " p0 = " << p0 << " p1 = " << p1 << endl;
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current = nodes.begin();
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last = nodes.end();
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counter = 0;
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for ( ; current != last; ++current ) {
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// cout << counter << endl;
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if ( (current->y() > (p0.y() + FG_EPSILON))
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&& (current->y() < (p1.y() - FG_EPSILON)) ) {
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x_err = fabs(current->x() - p0.x());
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// cout << " found a potential point, x err = "
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// << x_err << endl;
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if ( x_err < 10*FG_EPSILON ) {
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cout << "FOUND EXTRA SEGMENT NODE (X)" << endl;
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cout << p0 << " < " << *current << " < "
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<< p1 << endl;
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found_extra = true;
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extra_index = counter;
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break;
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}
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}
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++counter;
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}
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}
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if ( found_extra ) {
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// recurse with two sub segments
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cout << "dividing " << s.get_n1() << " " << extra_index
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<< " " << s.get_n2() << endl;
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unique_divide_and_add( nodes, FGTriSeg( s.get_n1(), extra_index ) );
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unique_divide_and_add( nodes, FGTriSeg( extra_index, s.get_n2() ) );
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} else {
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// this segment does not need to be divided, lets add it
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unique_add( s );
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}
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}
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// $Log$
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// Revision 1.6 1999/04/03 05:22:59 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 1.5 1999/03/29 13:11:13 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 1.4 1999/03/27 05:30:17 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 1.3 1999/03/23 22:02:57 curt
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// Refinements in naming and organization.
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//
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// Revision 1.2 1999/03/20 20:32:59 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 1.1 1999/03/20 13:21:36 curt
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// Initial revision.
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//
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