09aa6ba330
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.
193 lines
5.1 KiB
C++
193 lines
5.1 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;
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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()) > 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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// 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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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()) && (current->y() < p1.y()) ) {
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x_err = fabs(current->x() - p0.x());
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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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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 1.4 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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