b4a9bde0e9
to do, but we are marching in the right direction.
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
// tripoly.hxx -- "Triangle" polygon 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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#ifndef _TRIPOLY_HXX
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#define _TRIPOLY_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <Include/compiler.h>
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#include <vector>
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#include "trinodes.hxx"
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FG_USING_STD(vector);
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typedef vector < int > tripoly;
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typedef tripoly::iterator tripoly_iterator;
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typedef tripoly::const_iterator const_tripoly_iterator;
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class FGTriPoly {
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private:
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tripoly poly;
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Point3D inside;
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public:
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// Constructor and destructor
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FGTriPoly( void );
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~FGTriPoly( void );
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// Add the specified node (index) to the polygon
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inline void add_node( int index ) { poly.push_back( index ); }
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// return size
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inline int size() const { return poly.size(); }
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// return the ith polygon point index
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inline int get_pt_index( int i ) const { return poly[i]; }
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// calculate an "arbitrary" point inside this polygon for
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// assigning attribute areas
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void calc_point_inside( const FGTriNodes& trinodes );
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inline Point3D get_point_inside() const { return inside; }
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};
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#endif // _TRIPOLY_HXX
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// $Log$
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// Revision 1.2 1999/03/20 20:32:58 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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